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== New Miracles == === The Transporter === I wanted to keep imagery of the transporter, because it's the most distinctive piece of Trek techāessential to the visual experience. But the Trek-as-written explanation is troubling, for various reasons I'm sure you know. So here's a possible replacement: The transporter was first used for satellite launch, and second used for orbital bombardment. Later, it was adapted for personnel and cargo transport, and today is a commonplaceāif finickyātechnology. It also formed the eventual basis for the warpdrive. It's a spacewarp device. It wraps the subject "on the pad" in a "space-time bubble", then "casts" the bubble in a straight line, somewhat like a particle accelerator. For a fraction of a second, the bubble moves faster-than-light, and can pass through ("ghosts") through limited quantities of normal matter. And then the bubble "bursts", and its contents are deposited, hopefully at the target location. Because this is a space-warp, the subject doesn't experience any movementāin fact, they even arrive "at rest" relative to the largest mass at the landing site. (Thus explaining why you don't smack into the planet as it moves through its orbitāyou arrive at rest relative to it!) Because mass bends space-time, the more mass there is in the path of travel, the less accurate the casting is. The bubble can't burst where there is already significant mass, but "bounces" in an essentially random direction, until it finds an open location. So you can't beam into a solid object, and beaming through more then a couple of walls kills accuracy. On the other hand, it's a standard trick to aim your casting ''below'' ground level, so the bubble bounces and precipitates to the surfaceāoff target, but safer than having the bubble burst prematurely, dropping the subjects at altitude⦠You can, of course, simply aim for empty space. Presumably, there should be a hell of a lot of noise and stray energy when this occurs, because of displaced atmosphere, the neutralizing of inertia when matching reference frames, and similar concerns. But you know what? Since it's ''already'' impossible, I don't care. Assume there's noise, a breeze, and a bunch of static discharges, similar to but not as pronounced as the time travel effects in the ''Terminator'' movies, but somehow the rest is compensated for. There's a shimmer of a lights, a blurring of space, and then the subject is there! You can perform a transport on the spur of the moment if you don't care much about where your subject ends up, but a safe transfer requires detailed spatial and gravitational observations for the entire zone of operations, from the transporter pad, through the intervening space, and to the target site. The ideal situation is between two well-surveyed locations, e.g. from one permanent installation to another. Field-expedient transports, as under combat conditions, are comparable to aerial insertion via parachuteānot terribly accurate, but quick, and hard to detect or intercept. (Note that there's no reason why you couldn't beam out ''with'' a parachute⦠special ops troops probably train to beam down, paraglide to a good body of water, then swim underwater to the assembly area.) You can't retrieve a subject, because they're out of range of the transporter unit. On the other hand, you could beam down another transport unit, and use it to send them back. There are single-use units for away parties, that must be assembled at the other end, and linked back to the mothership to use its sensors and computational equipment for a safe exit. For a more permanent base camp or beachhead, you actually ''construct'' a full transport facility, with power supply, sensors, etc. Sadly, this means the loss (or alteration) of the immortal line, "Beam me up!" Because of the need for careful surveying, limitations of retrieval, and so forth, use of aerospace vehicles is actually ''better'' in situations where you need flexibility. Transport in the field is used when you need speed, or don't want to be intercepted; otherwise, transport is exclusively for use in civilized areas. Developed worlds will have extensive transport networks, well-surveyed and centrally-coordinated. Public transport pads, for cargo or people, will link citiesāwith light rail and light aircraft to fill in between. Emergency personnel can be deployed very rapidly from orbital transport facilities. Personal delivery is expensive as hellāan entire pad, just to send you a package immediately?ābut it happens. Satellites and shuttles are launched to orbit via transporter, reserving laser-launch facilities for the largest of vessels that must be launched in one piece; ships can deploy their drones and probes via transporter, as well. Colonies see more use of conventional vehicles, because they haven't built their teleport network yetācars and trucks overland, ships and subs in the oceans, aircraft. In war, transport can be used to beam troops aboard a spacecraft or habitat that must be taken intact, but it's risky, of courseāyou probably don't have accurate surveys of the interior, and they'll be shooting back at you the moment you're down. A well-coordinated transport assault can work wonders, however. Transport can also be used to deploy uninterceptable bombs with fair precision, which explains why military bases are still placed far underground. It'd be a good idea to work out just how long it takes to arrange a transport. For now, assume it takes hours to set up a good transport, and there can be days of downtime while the equipment is being reset and tested. Public pads will carry heavy loads, multiple times per day (or even per hour), for days or weeks at a time, and then be taken offline for extensive maintenance. What can go wrong? Generally, the worst that happens is the subject scatters farther than is convenient, or the bubble fails to establish at all and nothing happens. It ''can'' happen that a subject appears at altitude mistakenly, or trapped in an underground pocket, or some similar disaster; all the more reason to set up the transition carefully. Worst case scenario, there's a catastrophic failure, destroying the transporter, the subject, and possibly all around them. This is incredibly rare and unlikely, though. It occurs to me that this is a practical reason, among ships of hostile nations, for the tradition of having your senior officers waiting to greet the other ships' senior officers when they are transported over. You had to link systems to perform a careful transport, but one party or the other could easily sabotage the job⦠so by putting your people in harm's way, you make each party hostage to the other. An important question: Is it possible to jam transport, or is the only defense jamming the sensors? (A thought: if the FTL comm is a spin-off of warp tech, then the answer is probably "yes", but you block all transport and comm to that region, too⦠and it's a planet-scale effect.) ==== Commentary ==== '''David Rhode:''' Transporters - one possible limitation on the system you describe might involve matching the velocity vectors. If you're moving mass from one inertial frame of reference to another, even if you have a 'space warp' effect that lets you cover the distance nigh-instantaneously, you still have to change the vectors of the mass transported, or it will fly off the planet, or ram through the wall of the ship or whatever. The transporter, in additon to the power required to initialize the space warp, will need to use power to cancel the difference in vectors. The greater the difference in magnitude between the vectors, the more costly and difficult the transport effect would be. Moving people up and down from a planet while you're in geostationary orbit would be pretty easy. Snagging the captain off an exploding space station while evading phasers would be difficult, mostly because of the power requirements. I remember a scene from one of the Lensman novels where Kimball Kinnison, wearing some kind of armored suit IIRC, had to transport directly from one ship to another at top speed, meaning they couldn't slow down to match vectors, so they just tossed him off one ship into the other. They caught him inside a special room covered with shock absorbers, and he had to spend a good while bouncing off the walls until he finally matched vectors with the second vessel. '''Shadowjack:''' While I'm using the handwave that transporter ''doesn't'' require vector matching⦠on the other hand, maybe it does, just for the sake of energy control. The warp compensates, but if you don't have enough power, you don't get as close on target. Exponentially-greater power for longer range castings seems like a good idea, and a solid limitation. '''gc3:''' Note, I don't understand why someone would use the transporter technology with a pad rather than an enclosed vehicle. Should the transporter pad fall out of warp at the wrong spot (perhaps, due to a large bird flying by at the wrong time, or interference by an energy blast) you may be in vacuum, or in the sky. So the transporter explanation needs rework, any sane engineer would enclose the pad in a life support system that could fly and survive underwater and other hostile environments. '''Shadowjack:''' That's why they carefully prepare the transports, just as rocket launches are carefully prepared today. And you ''can'' beam down with a vehicle or protective suit, of course⦠'''Shadowjack:''' I do mourn the loss of the classic "Beam us up" line, but, damn it, that means I can beam up enemies, too. Or beam the enemy ship away. Unless I go back to the screens and jamming and tachyon particle interference anomaly defenses. :( I decided to see where "you can send only, and only in line of sight" takes me. '''LordDraqo:''' I've got to admit that I have had difficulty wrapping my head around the physical effects of this transporter. What happens to the air that is displaced at the target-location? How about the vacuum created at the origin? '''Shadowjack:''' *whoosh* and *thwip*, respectively. So there's a breeze. Possibly ''Terminator''-style static discharges, as well; pads are grounded properly, of course. I'd say you probably can't beam something into high-density atmosphere or liquid. And solid is right out. I tried to arrange things to ''avoid'' having to think about the transporter too much, actually, because I didn't want to have to. It just moves shit. Draw a line segment on a piece of paper from your transporter pad to your target spot; if your line of fire crosses a significant amount of mass (more than a few klicks of atmosphere or a single bulkhead), or reaches maximum range of (say) one light-second, end the line there, and that's where your payload appears, "at rest" in comparison with whatever it's next to. '''LordDraqo:''' So we are dealing with magical physics. I just wanted to be certain, as instantaneous arrival of 27 cubic meters of stuff will create quite a breeze. If you've never experienced a fifty mph wind-gust, you haven't lived :D '''Shadowjack:''' The transporter and the warp drive are most definitely Super-Science! technology. I'm trying to keep them as my ''only'' bits of magic, though. '''s/LaSH:''' Presumably it can't be instant instant, because that would involve infinite acceleration, albeit over small distances, and even very high acceleration over small distances can translate to "plasma pyroclasm in atmosphere". There might be a good reason for the twinkly lights of a traditional transporter - at least at the receiving end: some sort of 'clear the field' effect, initially a warning, and then some sort of heating pulse to clear out the atmosphere for a warp bubble. It is not going to be a comfortable area to stand in without safety goggles. There will likely be lots of wind, dust, and small rocks flying through the air. It's also easy to mistake the operation for an orbital bombardment, because the principles are identical. '''Shadowjack:''' Which is why our scouts always seem to come down in isolated areas, and our visiting diplomats come to the specially-cleared and shielded landing pad. '''LordDraqo:''' This I can get behind, and support, with whole heart. This also got me to thinking about the link to ''plasma windows'' and how that might work to produce a barrier around the transmission stage to prevent everything in the room from being sucked into the evacuated stage when the warp-bubble transmits. '''s/LaSH:''' I believe this is the logical conclusion, yes. All important facilities are presumably jammed, probably including starships as a routine anti-piracy measure. Oh, also, another reason for the 'transporter sparkles': a series of small disposable probes, little more than smart-paper beacons, designed to arrive in set patterns at set heights; if they don't show up in the right configuration, you assume that the site's being jammed or is otherwise unsafe. I would assume you could get nasty effects by using sophisticated dirtside ECM to make a starship think there's a building at point A, whereas it's actually a big hole in the ground with magma at the bottom. If you can get sparkles in the right place, it's obviously stable for materialization. '''mindstalk:''' Take a page from the Culture, which had Displacers -- little wormholes -- for 'transporter' technology. No duplication problems, more ability than your warp bubbles to go through things, like ship walls. (OTOH, more ways to go through enemy ship walls, and no obvious defense.) '''Shadowjack:''' Micro-wormholes is as good an explanation as warp bubbles, actually. I suppose the player-level physics works out about the same, and that more elegantly combines the FTL comm with the technology. Food for thought. '''The Green Man''': If the transporters work in one direction, I suggest that they be matter ''receivers'' instead of matter transmitters. This way, you can keep the traditional "Beam me up, Scotty" (under the right conditions of course) but force landing parties to use shuttlecraft or [http://en.wikipedia.org/wiki/Dropship_(science_fiction) dropships] Ć la ''Aliens''. If transporters are matter transmitters, then they also become effective weapons -- just teleport a bomb into enemy territory -- which was rarely if ever used in the franchise if my memory serves. '''Myth''' Whether wormhole or warp-bubble, it seems the transport must occur slowly (in physics terms, not human ones) to avoid pseudo-explosions. AM warp bubble decaying, rather than bursting, might release energy slowly, perhaps as vibration and semi-Cherenkov radiation (which would coincidentally mimic the classic noise and lights thing). A wormhole, expanding rapidly from a point, might do something similar. As far as range goes, you might simply count it as "gravimetric distance"; other (non-Transporter) gravity sources, or just the general curve of space. Interestingly, this you give you shorter range near heavy-mass objects, complicated gravimetric situations, and the like, and longer range in interplanetary, interstellar, or even intergalactic space. Also lets you shield somewhat with, say, neutronium BB's embedded in your steel wall. Possible some exotic matter channels for guided transporter effects, but I'd leave that as theoretical for the Federal Space guys. Can an assemble-on-planet transporter pad transport itself as well, or does it stay behind, possibly resulting in some poor native beaming himself to orbit months later, once the ship has left? === Stardrives === Transport was the origin of the warpdrive in this setting. The early "stutterwarp" (inspired by the one in ''2300''), developed during the Terran Empire, is essentially a transporter that transports itself. Because the range-per-cast is short, the drive has to be cycled rapidly to get anywhere; breakdowns are frequent. The later "transwarp", developed independently by a number of people (but first by what would become the Federated Worlds), is a variation that, in layman's terms, lets the bubble be maintained ''indefinitely.'' Thus, your starship can rampage all over the place at fantastic pseudovelocityāuntil you hit something that disrupts the bubble, and then you're back in normal space again, at a dead stop. Long-distance travel is a continual start-and-stop affair, carefully jockeying the drive across gravity gradients and around the higher-concentrations of spacedust, and recalculating your location after the last inadvertant bounce-and-scatter. I have a glimmering of an idea that the classic layout of Trek ships is actually a requirement of the warp driveāthat they've placed the habitat module in the safest part of the bubble, and that the warp nacelles ''have'' to be cantilevered away from the center of mass like that. Efficiency trade-offs should also play a role: you've got your powerful but slow tugs, swifter cruisers, and slow but ''stealthy'' (i.e. low warp signature) craft like the old Romulan Warbird. Though no one in the core setting uses them as far as I know, stargates are theoretically possible, if you could build a transporter with range and accuracy sufficient to cross interstellar distances. (Most transporters have ranges of no more 1.0 light-second.) The catch is that there's no way to get your ship back without another stargateāand if you could carry one on your ship, why not just fit it with a warpdrive? Still, it's probably do-able if you took the timeāperhaps some Borg hives have gate networks, and myriads of small ships to fling between their worlds. It'd be easier to do within a system, Cowboy Bebop style, than for interstellar travelāat ''that'' scale, I imagine you'd consider yourself fortunate to hit the right part of the target solar system. A stargate accurate enough to take a single person from one world to a specific location on another world would be far beyond the capabilities of anyone in this setting. (Alien Space Gods could do it, but there aren't any, remember? :) ) The warp bubble itself is very finicky, and "collapses" at the slightest notice: not only impact with too much mass (causing the "bounce" effect), but too much energy, or energy change, or crossing too powerful a gravity gradient, or⦠When the bubble drops, you have to stop and reestablish it, which is difficult to do under combat conditions. Basically, warp drive is ''cheating'' on a cosmic scale, and it's easy for the universe to force you to play by the rules again. I suppose theoretically you could warp a planet, Lensman-style, if you could build a big enough generatorābut that's way out of the reach of their current technology. ==== Commentary ==== '''LordDraqo''': I like this, as it feels like the Alcubierre warp that has been kicking around for a while. '''Niles:''' I like Pseudovelocity, it's very Star Trek for starships to come to a stop when they get engine trouble. And it means that not everyone with a starship has access to extinction level kinetic strikes. For maintaining the mood it's probably best to keep that temptation away from the PCs. '''Shadowjack:''' ā¦Our new-and-improved transwarp drive is the Star Trek standard, whose bubble doesn't collapse after a fraction of a second. Instead, you can just drag your ship all over space, at exponentially greater speed. Wheeeeeeeeeeee. And then, when you cut off the drive, you're conveniently deposited next to whatever you were trying to reach. Anything messes with the bubble, *bip*, you're back in normal space, but if no one's attacking you, you just kick in the drive again and away you go. This probably happens all the time during normal operations, which explains why there's always a helmsman on duty, and they don't just automate this. Still don't want to do this in atmosphere or gravity, because you'll have to stutter the drive again, and this time it wasn't built for it. Also, there's no way we're risking a trillion-dollar warp engine down on some planet where it could get rusty or dusty or vandalized by some native with a spraypaint can. '''Myth:''' I like that Helmsman thing. Missed it on the first read-through. I was quoting this to point out why there are Engineers, and why they seem to have an inordinate amount of pull for their place in the command structure. Same thing, really -- Engineers always on duty, ready to kick the unstable drive in the right spot to get it moving again, adjust the field density for the average pressure of space in this part of.. um.. space, warn the Helm guy when it starts overheating, etc. I like the idea of the whole ship-zooming-though-space thing being mostly an illusion of the passengers, with stops, drops-outs, semi-random changes in pseudovelocity, and barely-managed physics driving the whole thing, usually, in the more-or-less correct direction. '''Shadowjack:''' From an aviation/astronautics point of view, having the Flight Engineer high up in the command structure makes a good deal of sense alreadyāthat's a good point you add to it. Really, that description of travel is not that far off from the Original Series. I rewatched some of those old episodes a while back, and was intrigued by the difference between their technology and TNG+ technology in its failure modes. TNG+ stuff was just ''fickle''ādoes it work today? Oh, ionization. Never mind. Shiny, but unreliable on a metaplot level. TOS stuff, on the other hand, workedābut the ''equipment'' broke down. Plot-level failure. Those little ships were barely able to contain the powers they handled, and you really got the impression that Scotty was sweating every day just to keep things together. I like my starships to be a ''little'' less gum-and-baling-wire, but it's something to keep in mind. Stuff works⦠but it can ''break''. '''LordDraqo:''' It occured to me that with stutter-warp, it would be possible to have the sensors sample the surrounding environment everytime that you were "at rest" in normal space, and put together a "flight-picture," from that. === FTL Communications === My thoughts so far: In-system, just like now or near-future, only (obviously) vastly scaled-up and debugged. A vast network of radio, microwave, laser-comms, etc., etc. The edges of the system have a few hours lag with the inner planets, but everyone gets the same TV shows. I'm of two minds on long-distance communication: '''Version One:''' Spinning off of the warp drive idea, and the "spatial sensors" idea. Let's say there's a warp-drive spin-off that can make some big spatial pulse, refracting off of a large gravity wellāi.e. a planet or a sun. Anyone in range with a warp-drive and/or spatial sensors can pick up this signal. But they can't ''reply'' unless they're also in a gravity well. And this would suggest a rather low bandwidth signal device. Thus, we get the submarine model: slow VLF radio, lots of codes; you can signal your ships, but they need to make landfall to respond. Inspired by but nowhere near as badly-off as the crew in ''Forbidden Planet'', who had to ''unship'' most of the drive and electronics systems and ''build'' an FTL signal tower, right there on the planet, in order to call in for orders. And ''detailed'' orders need to be hand-deliveredāor rather, transmitted from a friendly ship. '''Version Two:''' We've got the World Wide Web now, and if we're doing social commentary, we need to keep that relevance for this version. So we need a Galaxy Wide Web of some sort. Wormhole server nodes makes as much sense as anything, I guess. On the other hand: I ''do'' love LeGuin's word ''ansible''. '''On the Other Hand''' there's no reason why I couldn't do both. Hey, I haven't done anything with "dilithium crystals." Here's a thought: they aren't really dilithium, of course, but the name stuck (maybe they're coated in it, or contain it, or whatever), anyway, that doesn't matter, that's all technobabble. Here's how it works: you've got paired units, which vibrate in harmony across interstellar distances. Expensive, and perhaps bulky, so a starship only cares one or a handful, but planets can have whole ''banks'' of them running in parallel, transmitting high bandwidth data from world to world. Important data goes by ansible, highly compressed and whatnot, and the rest of the bandwidth is used for common carrier stuff, so all the big news organizations and financial services and everything get sent interstellar as fast as needed. Everything else gets bundled up and sent on the next courier. And when you need to signal all your ships, or send a signal to someone you don't have an ansible for, that's when we park in a gravity well and invoke the warp-gravity-resonance trick. No, damn it, that's still too slow, because the point of the Web is that everyone and her uncle is online. But on the other hand, that implies that we could operate drones from half-a-galaxy away, and in that case, why send ships? Grrrrr. Gotta permit one and limit the other. Maybe we can have ansibles have really good bandwidth, so there is some web-browsing, but it's not so good that there aren't bottlenecks⦠Hmmmm. Ideas? ==== Commentary ==== '''Susanoo Orbatos:''' One thing that hasn't been hit on is communication, in the TNG era just about everyone can have a real time conversation across the Alpha Quadrant. While it would be neat to just say "no faster than light communication its all done by courier" I don't know if I like that for the core worlds(I rather do like it between core and Frontiere and definately across Star Nations). Any technojargon for why when someone is PVPing on Federal Space's version of WoW they don't end up having to wait 5 years to move against that guy on Alpha Centauri? '''Scarik:''' Since this society can throw ''entire warships'' through space faster than light I can't see how they would have trouble throwing information. The way in which this is done is important, it could be streaming, or have to rely on distinct packets. Within a star system I would think its nearly instantaneous, much like how the internet works now. ['''Shadowjack:''' Agreed.] Outside it could require a probe filled with information to be filled, then warp to the system its destined for. So email and forum posts would work normally since you can't easily see the lag, but IM and telecommunications would suffer from lag. There could also be wormholes. If the technology can only support very tiny ones such that only light can pass through them you have great communications potential but no other effect on the technology of the setting. '''Myth:''' Communications in Trek seem instantaneous, once you have the channel established. Even on ''Voyager'', once they got the link, they could talk normally. ['''Shadowjack:''' And this always drives me ''crazy.'' :D] Maybe messages are sent through the old Borg Transwarp Conduits. Maybe we use teeny-tiny wormholes. Maybe there's a string of little stutterwarp drones shuttling back and forth, or one little commdrone stringing pseudogravitic cable. I vote for the wormhole, myself. One small enough not to need any exotic matter to hold it open, almost too small for a comm channel. That way we can have static, and lost signals at ominous times, and garbled and hard-to-make-out orders. Also, PCs won't be double-checking things with Mainframe Luna, and admirals won't be leaning over everyone's shoulder, trying to micromanage everything. (And, if they try, we can conveniently "lose the signal".) '''JohnBiles:''' Here's a thought. Really massive bandwidth transfers require huge amounts of energy and large recieving facilities, which can then transfer it easily within a system at low cost. This allows settled worlds to have a fast-acting Galactic Wide Web. But it hampers the remote control of probes because they need huge amounts of fuel and equipment to run a high bandwidth connection to the probe-masters. So you could send a ship to Beta Epsilon XXIII to build a reciever/transmitter facility to send probes around a system, but at that point you're visiting the system manually. It also means ships in the field can't afford to spend too much time on the phone back to HQ, thus creating the Trek environment of commanders making big decisions on their own instead of being on a tight leash. '''Shadowjack:''' A good compromise. '''s/LaSH:''' Regarding bandwidth: Perhaps the problem isn't that it's limited, but that it's unlimited. Anyone with an ansible device can get into the network. A drone ship might be set up to take only mil-spec encrypted data packets, so it's very very hard to take control of it remotely, but you can still hit it with a denial-of-service attack and leave it dead in the water. (This is what I'd do, at least.) A few quick data packets for important briefings can go unnoticed in the datastream, so the Admirals at Starfleet HQ can rant at our captains as the plot requires, but a full ship's telemetry is a beacon to enemy hackers. '''Shadowjack:''' Interesting reversal. All ansibles vibrate togetherā¦? '''Fringe Worthy:''' Well, actually, you want to be careful here. There is a form of unbreakable encryption. One Time Pads. The one restriction is that you and your friend need an identical pad of random bits. And as long as you and your friend have bits to talk to each, you have enough bits, you only use the bits once, and the timing of sending messages doesn't reveal operational information, and you and your friend keep these bits secret (You can destroy these bits once you've decoded the message if that's fine) (*note, each of these assumptions have issues you can drive a truck/plot through) then your communication can't be read by a person in the middle. Even if they are Q. Of course, Q can waltz over to you, and with/without a beating, pry the results of you reading the message out of your head. One possible trick: People have ansibles. Ansible connections though, are collapsed when you go FTL. It takes time to rebuild your ansible to ansible connection link. Make it proportional to distance. So you can have a fast store and forward system in the local system, and the ship can visit a com sat's location to talk through a local ansible. If a ship is parked somewhere, it can craft a new link, and if it's safe, it can leave a com sat while it jounces around the system. Though, sats can be broken and blocked and otherwise abused. They should only have enough crypto for decoding store and forwards messages and well to encode any operational info it gets. Ie, to uniquely identify data it's sending and that only only it, or anyone who can violate it's protected data stores without triggering any of a number of self-protection systems that would otherwise wipe out its bucket of random bits. '''Shadowjack:''' This is fairly elegant, actually. A long trip requires time to reestablish contact; a short hop keeps you close to the network. '''KRNVR:''' Commodity Comms - iFTL on a budget High energy can become matter. Sometimes, Entangled Quarks. Remember when they used to think they could use these to communicate? Well, that didn't work, but it gave us a head start when we figured out we could string wormduits, because they'd already given that a lot of thought. Now, when a ship leaves a world, it's usually got a cargo worth infinitely more than it's weight in gold - because it doesn't have any weight. Sure, the maintenance machinery for the end of the wormduit can be heavy, depending on how much you want it shielded, and how many wd you want in the one fixture. Some have hundreds, if they're planning to push big data through, that centijoule half-life means they want spares. Of course, the wd is only really as valuable as where it's connected to, which is why you ship your other ends to someplace like Memory Alpha, Nexus Three, or whatever. But then, a huge pile of wd terminae becomes a prime target if things go south... that's why there's no Nexus One. Anymore. In the Empire, they get around that by having long-haul wd terminate anywhere but together, it's a law, even- no more than a fist, ah, five, wd are allowed to come together. Of course, hardened Imperial installations make their own determination of what 'together' means. YOU tell some warlord he can't talk to all his holdings directly. Supposedly the Rihan have miniaturized and quieted the shielding needed for a wd to survive warp travel, and they're beginning to lay their own threads into Fed space. Of course, the Fed respects all territorial boundaries, and would never lay thread through the Neutral Zone. '''Shadowjack:''' Aha, so we're basically dragging the ends of wormholes aroundāor quantum-entangled particles, or whatever technobabble we need. Interesting: this takes it in the direction of ''telegraph'', sort of, having to set up a network. "Wireless telegraphy" is being developed⦠'''Myth:''' That does explain all those big styrofoam containers that were always falling (unconvincingly) on Worf. Other references to cargo were living matter, special vaccines, and the like. ['''Shadowjack:''' :D] '''John Morrow:''' With respect to communication, I think there was evidence of two kinds of long-range communication on the show -- real time two way conversations and messages sent and received over time. My suggestion is to have the "Federation" "wired" with an instantaneous communication system that's like hopping on the Internet because they've build an infrastructure of stations and satellites to support it. Once you travel outside of the "Federation", you have to rely on a high energy communication that sends messages and receives them like a long distance communication version of the transporter. Those messages travel at warp speed and take time to reach their destination. Thus you'll have high speed parts of the setting for local stuff and low speed for exploration travel. '''Shadowjack:''' Probably the best compromise: beyond the frontier, you have to wait for the mail. === Space Warfare in the Eight-and-Twenty === In normal space, there's nowhere to hide, unless you go FTL: if early 21st century technology can spot spaceships around other planets in the same system, and planets around other stars, 28th century technology will easily perceive every vessel in a system. In warp, ships can be ''dimly'' perceived, using the same spatial sensors used to calculate warp transitions. (Presumably, the spatial warp propagates faster-than-light, which may not be true-to-real-life-physics, but is convenient for our purposes.) It's tricky, thanks to varying gravitational gradients and ripples in space and what not. Fast or powerful ships have strong warp signatures, while slow and sneaky ships have weak signatures; you can spot a fleet coming, but a few warbirds might be able to sneak up on a system if they plot a good course. But once they drop out of warp, there's no cloaking device or jamming device that can prevent you from knowing they're in-system. (This doesn't change the plot effect, really. "Oh shit, warbirds decloaking!" is the same as "Oh shit, warbirds coming out of warp!") If ships meet in open space between systems, and one force wants to break contact, it's a contest of maneuver. If you can bring your warp bubble into contact with the enemy's, both your bubbles "pop" and you drop into normal space, stationary next to each other. Something similar happens if you make a mistake of maneuver, and momentarily lose your bubbleāyour foe can pounce, or increase the distance. Conventional weapons don't do any good, but there are expensive warp-capable missiles, designed purely to pursue and intercept, and distract the target until you get there, instants later. In-system, conventional defenses like brilliant pebbles are fine against conventional forces, but a warpship can maneuver around them, and a well-positioned phaser array has a good chance to shoot them down. (This is also why the near-c asteroid trick isn't worth much these days.) Thus, in normal space combat, you've really got no choice but to walk up and blast 'em. (Fly-by courses make sense for conventional maneuver, but a warpship breaks the rules.) There are ways to seek advantage: the right fly-by course, a barrage of nuclear torpedoes as an opener, a formation of drones that flies in with you, coordinated spoofing at the right moment⦠but really, the actual fight is a crap shoot. Face-to-face with the enemy, things go down like the battle scenes from ''Wrath of Khan.'' Fuckin' fireballs and people screaming and ships torn apart. Things move so fast you have to rely on automatics, but you need human intuition to guide themāor is that just a psychological crutch for the sake of morale? Lensman-style, the beam and slugs and particles bore into the ships with no room for maneuver. There are magnetically-suspended "sand" screens, and there is hull armor, there is energy absorptive hull-plating which gamely tries to channel the energy into your own capacitors even as the plating melts and shorts out, but in short, it's fucking murder. Both ships are likely to be crippled; even if you have advantage of numbers, someone gets mauled. People blown to bits, radiation burns for the survivors, breaches and cut wiring everywhere. Did we mention that warpships are among the most expensive and valuable pieces of equipment in the galaxy? Because of this, no one likes to actually ''fight'' battles. It's all a chess game of bluff and counter-maneuver. You shift ships into a system, they shuffle their fleets around, you make like you ''could'' attack if you wanted to, they make like they ''could'' defend, you shift away to another direction⦠Occasionally things do come to brief blows. Rarely do things come to full battleābut when they do, all bets are off. How's this play out on the strategic scale? There are interstellar warp missiles, either deployed independently, or launched by "boomer ships", in analogy to ICBMs and ABMsāor lurking like seaminesāthat maintain a stand-off balance of power. Warpships show the flag in outlying territories, probe "neutral space" for advantage, and there are standing forces in the core, waiting for a battle that everyone thinks will never come⦠and prays it won't. In-system, you see lots of normal traffic, including conventional-space patrol ships, lightly armed for customs interdiction, or toting heavier weapons for forlorn hope defense against invasion⦠and screens of monitor stations and orbital cannon around the worlds, dispersed and ready for warp attack. Plus hidden ground-based weapons and jammers, forming the final line of defense. Once you have space superiority, you have tremendous advantage over any ground forces, because you can see everywhere, fly everywhere, and transport everywhereāexcept deep underground. But you still need infantry to take and hold ground, and transports for them, and armor to support assaults. Thus, teledropped troops, a few landmate power armor suits, and plenty of teledroppable air or surface transport vehicles. Infantry operate more dispersed than we're familiar with, thanks to modern communications, and have the advantage of drones and lots of clever portable kit, but they're still limited to running on footāand, what with electronic warfare, often reduced to shouting out targets spotted visually. The presence of stunners and modern medicine make hostage-taking a viable tactic in conflict between nationsāyou can trade their troops for yours. Honestly, most of this tech never gets used. The last big wars were the General War over fifty years ago, which was mostly a series of vicious border skirmishes, and an incursion by an aggressive Borg Hive twenty years ago, which was terrifying because the Borg apparently ''didn't care'' about their lossesāwhich were considerable. They lost. Most combat we're likely to see are border incidents, anti-piracy patrols in out-systems, and police actions. ==== Commentary ==== '''MadDogMike:''' For photon torpedoes, I'm assuming they're probably the modern version of the transporter ortillery. An FTL-speed weapon would be quite helpful in most space engagements, though sensors are probably still light speed so you have to think ahead to know where to place long-range weapons fire (and thus can miss). One thought is wondering what happens when the warp bubble of the torp hits the warp bubble of a ship. If it collapses both, torps could work as a way to stop people from fleeing easily or ambushing other ships; maybe have "non-lethal" torps that skip the warhead part and just stop a fleeing ship or one flying out of control, while warhead versions detach a second stage missile when they hit the target's warp bubble that goes in and hits them. Counter-torps would also be a possibility, knocking out incoming torpedo warp bubbles with their own. Not sure how it'd fit in with transporter jamming, unless maybe non-planetary based versions aren't perfect. '''Shadowjack:''' Torpedoes to disrupt warp bubbles is exactly the way I've been thinking, but I hadn't considered teleport attacks⦠it seems to me like the transporter always takes lots of time to set up, more time than would make for effective weapons fire. On the other hand, artillery is pretty slow, too⦠You'd have to drop a lot of warheads, though, wouldn't you? '''gc3:''' In Federal space, do they now put seatbelts on the bridge seats? I always wondered why the Enterprise crew had to grab onto things whenever the ship shook. '''Shadowjack:''' Since I don't seem to have inertial dampers in this setting, yes, definitely. Probably crash helmets, too, come to think of it (which can seal in case of atmosphere loss). People who need to move about the ship wear padded suits. Since I see actual combat as short and intenseāwe've seen how powerful those weapons are!āpunctuated by long periods of maneuver and repair, this ain't so bad. Suit up for the contact, and if you're still alive, get back to work. '''JRM:''' While it's true that it's virtually impossible to hide a spaceship from real-space sensors, because there's nothing to hide in in space, this does not entirely preclude "submarine warfare in space" stories in your proposed setting so long as it's ''FTL'' submarine warfare in space. If the Romulan Warbird can hit you with a FTL torpedo several minutes or hours before the light from its current position reaches you to register on your real-space sensors, its low warp drive signature will become very important tactically. The warbird's effectively invisible to enemy ship's realspace sensors because its stutterwarp allows it to be somewhere else ''before'' they see it. '''Shadowjack:''' Got it in one! And succintly explains why system defense forces ''hate'' facing off against warpships⦠'''Scarik:''' THe engines are what you detect, but if you power down its not hard at all to remain hidden. Even with today's tech we are very close to creating an effective cloaking device for atmospheric craft, namely fighter jets. Since everything in space is line of sight it wouldn't be too hard to only hit your engines when you were behind a planet and effectively coast to your next hiding spot. If you have decent ECCM and a low signature you would be harder to see than an asteroid. THe other Example would be pseudo-velocity, which is not inconsistent with current physics. Our current hyper-inflationary theory rests on space being able to expand faster than the speed of light, so an engine that allows an object to do that could easily count as a cloaking device. The enemy would detect your engine emissions long after you had left that location and would give you an effect much like the cloaking device. You know they are out there, but where is anyone's guess. '''Shadowjack:''' Quantum starship detection? You can pin down where they are, or you can pin down their velocity, but you can't get both at once? '''Mr Teufel''': Scarik, I'm afraid you're wrong. The reason stealth is practically impossible is because most of your spaceship has to be kept around 273 degrees Kelvin, yet space is 2' Kelvin. Fighter planes may be cloaked, but versus active radar. '''Mapache:''' No, that just means you can't stay cloaked indefinitely. In the mean time, you just need an enormous internal heatsink that soaks up your emissions. Once it's full, then you're unmasked (though your heat signature is only visible at the speed of light, which is notable, if there's FTL travel going on). This leads to having limited stealth capabilities you need to use tactically, then go recharge them by radiating while you cool down your heat sink, which sounds like it makes for better stories than a permanent cloak would anyway. '''Shadowjack:''' Damn it, I was trying to avoid having real cloaking devices, but powerful heat sinks are possible technology under my tech assumptions. And you've successfully explained an interpretation! Of course, it's not an absolute cloaking device, but it's certainly good for, say, "stealth recon" ships. Warp in, snoop for a while, warp out. '''Mr. Teufel:''' Radiating that heat would be ''difficult''. Best to dump the heatsink itself. ['''Shadowjack:''' Good thinking.] Hmm... possibly several, as decoys when you uncloak? Interesting. '''Radijs:''' And you'd still be very limited in what you can do even if you can dump all your heat in to a heatsink. Because as soon as you turn on your cloak you cannot maneuver since your drive heat will be seen and of course, the waste heat will fill up your heat sink that much sooner. So you're stuck on the same course for several months. Better bring a BIG heatsink.
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