Guide to telescience

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Revision as of 14:15, 11 November 2013 by imported>Giacom (Guide is out of date and doesn't use projectile trajectory calculations, such as elevation, bearing, etc..)
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Iamgoofball, porter of Telescience says:
"Hello, aspiring telesciencers and welcome to the newest and most mysterious form of science available to the station! Please note that if your sole intention with telescience is to grief like hell, you will find a ding dong bannu slapped on your forehead before you can say "Rumba beat", due to the Investigate logging added in recently."


Welcome to Telescience, the room where you teleport things/people/bombs you aren't supposed to have into places said things/people/bombs aren't supposed to be, or use it for legitimate purposes.


Tha' Hell is This New Fangled Telescience Stuff That Runs on That Electricial-Tricity?

Telescience_room
The Telescience Room

Telescience is a single room at the south end of the Research department hallway.

This area focuses on teleportation, both sending and receiving. It is equipped with a telepad, a secure room to teleport people and things in and out of, and several handheld GPS readers.

Telescience is imprecise, but potentially extremely useful. Try teleporting GPSs to see where they go, and then from there you can move objects or people back and forth from your lab. Like all science rooms, experimentation is key!


Holy Shit, I Will be the Ruler of Space and Time!

A word of warning. Telescience requires math. Of course, as a scientist, you have a good understanding of mathematical knowledge and projectile trajectory, right?


How to Rip a Hole in the Fabric of Space and Time Itself to Perform Useful Duties

Grab 3 handheld GPS tools. Put one on your belt, put one at your aimed coordinate (preferably in a wide, accessible area), and put one on the telepad.

Aim for the coordinate your second GPS is on (set tags for them so you know which is which) and send the telepad GPS to it.

Go to the area you sent them and see how close the machine came to being successful. Experiment to see if it is precisely as inaccurate each time. Recalibrating the machine allows for between eight and twelve successful teleports. Work out if you can link specific people and coordinates. Jot everything you find down onto a piece of paper, then tell the RD when you've figured everything out. Get more access from the Head of Personnel so you can try sending things from Mining and Cargo. Have fun!


Challenges for the Robust in All of Us

  1. Be useful and teleport dead bodies to Genetics for cloning, or injured crew straight to Medbay for treatment!
  2. Teleport an Engineering Cyborg straight to a hull breach!
  3. Borrow all the Chef's donuts!
  4. Teleport the last remaining revhead into the Brig for implanting!
  5. Find the remaining Bananium ore and construct a H.O.N.K. mech for the Clown!
  6. Teleport the Nuclear Device around during a Nuclear Operatives -round! Bonus points if it's right after they stick in DAT FUKKEN DISK and before they input the code!
  7. Teleport a bomb onto a malfunctioning AI's core!
  8. Teleport the WGW reader into LORD SINGULOTH!