DigitalDuck wrote:Silverware wrote:Voice-to-text, text compresses to about 1byte per word in english.
Then text-to-voice on the other side.
Allows voice and text communication.
Text does not compress to one byte per word in English. That would imply there are only 256 words in the English language.
And what you have now is a method of sending anything. Except scan data, even though it could be compressed into a few KB. Because reasons.
https://what-if.xkcd.com/34/
http://languagelog.ldc.upenn.edu/myl/Shannon1950.pdf
Ah, sorry misremembered the What-If, it's 1.0-1.2 bits per letter.
Still, on the order of about 1 byte per word.
You could send anything you wanted over it, but a transfer rate of 125 B/s? You aren't sending that data with any speed.
Cornflakes_91 wrote:
Because tightbeam transmissions and transmit power limitation dont exist :V
Before you say "thats expensive/complex": every stupid 50buck wifi router does that :V
Gigabytes per second, vs Petabytes of data for full scans?
Sure. You sit there for the 11.5 days required to transfer 1 Petabyte over a 1GB/s connection...
Cornflakes_91 wrote:For one: i disagree with your interpretation of "scientific correctness", duh :V
I also find it damn annoying to have to run usb stick freighters between everything to retain semi-current maps between anything.
Allowing instant transfers of this data over FTL, immediately makes exploration gameplay boring, you explore, you get paid, you explore. You don't even have to return.
Keeping it to hard drive transfers, you explore, you return with the data, you avoid pirates who want to steal the data to sell or use themselves, you get paid once you return.
It fits more with the trade, and the salvaging, and the mining loops. Go to place, gather worthwhile thing, avoid pirates, return, profit.
The other part, to do usb runs between stations?
Thats more trade/hauling jobs for on, but also allows some stations to give you MORE money for scan data, than others.
If all stations always have the latest maps, then if its been scanned before you wont get a cent.
That would also prevent the PERMANENT loss of data.
Remember, my suggestion is about gameplay first.
Cornflakes_91 wrote:
Range limitations, okay.
But range for anything useful approaching 0?
Nooop.
Range limits for short range sensor sharing?
I thought I had implied single system, instantaneous for that?
The large data transfers need to be at zero for the above reasons, the medium data transfers just can't be over FTL.
This means you get only coarse data about remote systems, which means you get a fog of war effect that ALSO helps keep more systems in coarse simulation, making the game performance better.
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Cornflakes_91 wrote:
It also makes no point to build any infrastructure, because it doesnt increase effective range or throughput beyond the first common station.
Why do i even need the common com station in the first place?
Why should i build infrastructure?
because two arbitary ships of the communicating factors being in the same system are enough to produce usable communications links at any bandwith one could want.
And then theres mesh networking as well. As long as i dont want to call a pirate (who wouldnt be on the comm station either) i can reach everyone through the network.
Also, what is it now? Point to point with hardwired endpoints or broadcast type?
Because either the common com station or the interference argument doesnt hold water :V
The comms station idea was purely as an idea, doesn't actually need to be implemented, could be considered to be an inherent thing, or anything else, it was just one explanation for it. Would also explain why you dont just have HUGE masses of the little black FTL boxes, as each would come with a line-rental cost. Which would get prohibitive to even do FTL sensor sharing between two ships.
It also means that comms could be an integral part of stations, meaning if your blackbox from a specific station went dead, it was likely because that station went kaput.
But this isn't part of the communications system I am advocating, it's purely a possible offshoot from it, to attempt to add more interesting gameplay consequences for destroying stations or colonies.
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);