I'd not make the first hop such a steep cost.
After all, why should it take 5 minutes for an order to get through a wormhole i can jump through with zero delay?
And the delays should also depend on the infrastructure thats available.
Do i have a shortish route in hops available?
Is there any friendly/owned infrastructure along the way?
Do i have a short route with straight-line-FTL comms available? (For when something gets cut off because its on the other end of an unstable wormhole)
Is there any infrastructure that could take the straight line ftl coms and relay it through the wormhole network?
With wormhole com speed > straight line ftl com speed.
How good is the command crew at the other end?
All of that could modulate the response time up or down.
Post
Mon May 22, 2017 10:47 am
#32
say you go outside of general communications range and come back.
you have to go to some friendly ship/station and reestablish the communications links.
after you have "actualised your encryption codes" or whatever normal instant/fast (interstellar) communcations work without explicit handshaking again.
fork from here
Re: Communications Gameplay in Limit Theory
it could be that way for everyone but not for the general case.Lyyrae wrote:Well, you did not know it was there and neither did it. You flew into a system without knowing the position of any ship/station so you would need to find someone (preferable someone with good sensors) to get system information.Cornflakes_91 wrote:if im allied with them, and share sensor data with them, why didnt i know what ship that is before i contacted it explicitly?
if not, why dont i have to do the same thing with my own ships?
And yes, everything I wrote would also apply to your own ships/assets. (In retroperspective, this all is a flawed idea... )
say you go outside of general communications range and come back.
you have to go to some friendly ship/station and reestablish the communications links.
after you have "actualised your encryption codes" or whatever normal instant/fast (interstellar) communcations work without explicit handshaking again.
fork from here
Post
Wed May 31, 2017 5:58 pm
#33
I just hope the final system in Limit Theory does not allow for "suicide-recon", but instead requires you to get the scouts out of enemy territory to get intel.
Re: Communications Gameplay in Limit Theory
So that like 90% of your fleet are in contact range with each other and only a couple of ships and scouts doing recon losing contact.Cornflakes_91 wrote:it could be that way for everyone but not for the general case.
say you go outside of general communications range and come back.
you have to go to some friendly ship/station and reestablish the communications links.
after you have "actualised your encryption codes" or whatever normal instant/fast (interstellar) communcations work without explicit handshaking again.
I just hope the final system in Limit Theory does not allow for "suicide-recon", but instead requires you to get the scouts out of enemy territory to get intel.
Post
Thu Jun 01, 2017 12:06 am
#34
Re: Communications Gameplay in Limit Theory
5 Minutes delay?! For WHAT? Where does that delay COME FROME?
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Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
Post
Thu Jun 01, 2017 8:47 am
#35
Re: Communications Gameplay in Limit Theory
Lightspeed being finite?JanB1 wrote:5 Minutes delay?! For WHAT? Where does that delay COME FROME?
Post
Thu Jun 01, 2017 9:21 am
#36
Re: Communications Gameplay in Limit Theory
Yeah. But...I mean, you use wormholes as a travel method. I mean, today quantum links are already a think, and there a signal transfer is instant. I mean, they are so far advanced that they know how to use wormholes to travel. They sure know how to establish a quantum communication network.
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Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
Post
Thu Jun 01, 2017 9:23 am
#37
theres identical noise on both ends.
theres no usable communication
Re: Communications Gameplay in Limit Theory
no. theres not.JanB1 wrote:I mean, today quantum links are already a think, and there a signal transfer is instant.
theres identical noise on both ends.
theres no usable communication
Post
Thu Jun 01, 2017 9:24 am
#38
Re: Communications Gameplay in Limit Theory
What do you mean by that?Cornflakes_91 wrote:no. theres not.JanB1 wrote:I mean, today quantum links are already a think, and there a signal transfer is instant.
theres identical noise on both ends.
theres no usable communication
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Thu Jun 01, 2017 9:25 am
#39
everytime you cast them they land on the same side.
but the actual result is still random, not determined by either of them.
Re: Communications Gameplay in Limit Theory
you have two dice.JanB1 wrote: What do you mean by that?
everytime you cast them they land on the same side.
but the actual result is still random, not determined by either of them.
Post
Thu Jun 01, 2017 9:34 am
#40
Re: Communications Gameplay in Limit Theory
Yeah, but I'm talking about quantum teleportation and the instant transportation of information. Isn't that like...a thing? I thought it was...
What you are talking about is quantum cryptography. And information encrypted with cryptography is still bound to the speed of light.
What you are talking about is quantum cryptography. And information encrypted with cryptography is still bound to the speed of light.
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Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
Post
Thu Jun 01, 2017 9:43 am
#41
all you transfer is an identical die cast
you need a classical communications channel to use the information you "instantly" transfer.
Re: Communications Gameplay in Limit Theory
its the same thing.JanB1 wrote:Yeah, but I'm talking about quantum teleportation and the instant transportation of information. Isn't that like...a thing? I thought it was...
What you are talking about is quantum cryptography. And information encrypted with cryptography is still bound to the speed of light.
all you transfer is an identical die cast
you need a classical communications channel to use the information you "instantly" transfer.
Post
Thu Jun 01, 2017 9:49 am
#42
I think I or you are missing something there...
Re: Communications Gameplay in Limit Theory
Cornflakes_91 wrote:its the same thing.JanB1 wrote:Yeah, but I'm talking about quantum teleportation and the instant transportation of information. Isn't that like...a thing? I thought it was...
What you are talking about is quantum cryptography. And information encrypted with cryptography is still bound to the speed of light.
all you transfer is an identical die cast
you need a classical communications channel to use the information you "instantly" transfer.
I think I or you are missing something there...
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Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
Post
Thu Jun 01, 2017 9:50 am
#43
Re: Communications Gameplay in Limit Theory
https://www.youtube.com/watch?v=DxQK1WDYI_kJanB1 wrote: I think I or you are missing something there...
Post
Thu Jun 01, 2017 12:07 pm
#44
Re: Communications Gameplay in Limit Theory
Would it be possible to put a message in a warp bubble and warp it to your destination faster than light? I'd imagine that the container would need its own warp drive to start and stop it.
Post
Thu Jun 01, 2017 12:10 pm
#45
Re: Communications Gameplay in Limit Theory
thats called a "courier ship"