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Public communications during the Empire era.
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S-Foil
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PostPosted: Sat Dec 31, 2011 1:21 pm    Post subject: Reply with quote

Here's how I've always done communications in my games:

HoloNet
A network like the internet. In order to access it you need a HoloNet transceiver and the appropriate access codes for the network. During the Old Republic each individual member world had a HoloNet transceiver and you'd drop a message(s) and it would get delivered to the recipient. Messages could be pretty much any type of data. Realtime communication was possible but cost a lot more but still just required you to connect to the planet's HoloNet transceiver, you didn't need your own.

During the Empire the HoloNet wasn't dismantled, just locked down to government sanctioned traffic. Excuses were made early on that the HoloNet was damaged during the Clone Wars but this was just a lie to cover its lock down. HoloNet transceivers were also installed on larger Imperial cruises (and all Star Destroyers). It was the means by which the Imperial political apparatus functioned. Besides the large government contractors that had access to the HoloNet it was also possible to slice into the a local transceiver to send clandestine messages.

Subspace Radio
This is the communication technology to which the characters have the most ready access. A subspace transceiver can broadcast messages up to about 30ly but require a lot of power. They're rarely found on starfighters and many found on freighters have shorter range due to power constraints. A civilized planet will often have tens or hundreds of subspace transceivers through which messages can be sent. Many sectors have subspace relay networks in the absence of HoloNet access.

On the relay networks realtime communication is extremely expensive because each node in the relay needs to be running during the entire call. Typically messages are transferred in batches and routing takes place at each station to figure out where messages need to go. Some routes are invalid because a sector might not have a ready connection to other sectors.

Local communications
Local comms work a bit like cellular/satellite/landline phone networks. A comlink can operate in untethered mode where it acts like a walkie talkie or trunked mode where it connects to a comm network. Comlinks all have a unique ID and a phonebook storage so you can load up the IDs of other comlinks to make calls.

Comm networks on civilized worlds will often have phonebook services you can connect to to try to find people's comlinks (if they're listed). A comlink can also connect to data devices like a laptop or data pad to provide network access. Many of these devices have their own comlinks and can access networks directly. A person might have a dozen different comlink IDs for different devices. Services like e-mail exist where a message is delivered to an address and can be accessed by the recipient just about anywhere.

You can use a comlink to connect to a subspace or HoloNet transceiver to send messages (if you have access) for whatever fee is charged. Typically planets have free or extremely low cost planet-wide coverage simply because it is efficient to do so. While comlink signals are encrypted there's nothing stopping eavesdropping if the listener has the appropriate decryption keys or equipment to crack it. Comlinks listed in the books as "encrypted" just have better than normal encryption circuitry and are more difficult to crack.

Courier
Couriers are used by anyone that wants pretty damn secure communications since they need to be physically intercepted. Courier droids networks are set up alongside subspace relay networks (as competition) or sometimes just by companies or groups that want more secure communications. Major hyperspace lanes are packed with courier droids delivering messages.

There's also "mail bags" available on many worlds that freighter captains can pick up and deliver. Often times mail bags are batched communications with a destination not reachable by the local subspace relay network and there's no courier droids that ply that particular route. If a captain files a flight plan that includes a mail bag destination they'll get a call asking if they'll deliver the bag. They can also call up a list of mail bag destinations if they wanted to do a mail bag run. Mail bags instantly destroy their contents and slag their storage device if they're tampered with and are heavily armored besides. Their safety mechanisms are mechanical so they can't be disabled by ionizing them or something. Often when ships are destroyed a mail bag they were carrying in the only thing that survives. These are more common in the Outer Rim than more densely populated regions of the galaxy.
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garhkal
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PostPosted: Sat Dec 31, 2011 2:28 pm    Post subject: Reply with quote

I know in the Trio of novels (iirc the corellian trilogy) Lando (with luke in tow) uses a high price holonet transmitter to get a message in real time to a potential wife, not just as a tool to impress with (due to the price) but cause he wanted to ensure things had not changed since they last were 'wrote about'
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Mikael Hasselstein
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PostPosted: Sat Dec 31, 2011 9:04 pm    Post subject: Reply with quote

S-Foil wrote:
Subspace Radio
This is the communication technology to which the characters have the most ready access. A subspace transceiver can broadcast messages up to about 30ly but require a lot of power. They're rarely found on starfighters and many found on freighters have shorter range due to power constraints. A civilized planet will often have tens or hundreds of subspace transceivers through which messages can be sent. Many sectors have subspace relay networks in the absence of HoloNet access.

On the relay networks realtime communication is extremely expensive because each node in the relay needs to be running during the entire call. Typically messages are transferred in batches and routing takes place at each station to figure out where messages need to go. Some routes are invalid because a sector might not have a ready connection to other sectors.


This is the one in which I am the most interested. Do you think it broadcasts in all directions hoping to find its proper recipient, or does it need to be directed?
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S-Foil
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PostPosted: Sat Dec 31, 2011 10:25 pm    Post subject: Reply with quote

Mikael Hasselstein wrote:
This is the one in which I am the most interested. Do you think it broadcasts in all directions hoping to find its proper recipient, or does it need to be directed?


I've always run subspace radio as being directional broadcast but having omnidirectional receivers. They can do omnidirectional broadcast but at really reduced range. Directional broadcasts end up being about the width of a solar system by the time they reach them so a broadcast only really needs to be aimed in the right direction. The same sort of stellar maps used for hyperspace navigation (proper motion of stars, relative positions, etc) are used for subspace broadcasts.

Part of making a Communications roll is the operator knowing and picking a common beacon frequency (subspace channels everyone listens on) where you tell the receiver which frequency the actual message will be sent on.
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Pel
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PostPosted: Sun Jan 01, 2012 12:41 pm    Post subject: Reply with quote

We touched on this a while back when our smugglers decided to hijack some Sector Plexus courier droids. What started as piracy evolved into intercepting the droids and slicing their messages. Turned into a pretty lucrative career until the Empire caught on.

Still, it was a good break from the standard convoy raiding mission.
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Fallon Kell
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PostPosted: Sun Jan 01, 2012 2:43 pm    Post subject: Reply with quote

Also, don't forget hyperspace message pods which basically amount to galactic USPS.
Mikael Hasselstein wrote:

This is the one in which I am the most interested. Do you think it broadcasts in all directions hoping to find its proper recipient, or does it need to be directed?

I believe they are omnidirectional, unless you have a narrow-beam transmitter, which costs extra.
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Mikael Hasselstein
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PostPosted: Mon Jan 02, 2012 6:14 am    Post subject: Reply with quote

S-Foil wrote:
I've always run subspace radio as being directional broadcast but having omnidirectional receivers. They can do omnidirectional broadcast but at really reduced range. Directional broadcasts end up being about the width of a solar system by the time they reach them so a broadcast only really needs to be aimed in the right direction. The same sort of stellar maps used for hyperspace navigation (proper motion of stars, relative positions, etc) are used for subspace broadcasts.

Part of making a Communications roll is the operator knowing and picking a common beacon frequency (subspace channels everyone listens on) where you tell the receiver which frequency the actual message will be sent on.


This is a great interpretation.

Let me paraphrase it back to you so that I understand, while also incorporating material from Wookieepedia.

A subspace transmitter, based on a ship or on a facility (as in: not mobile, like a RW mobile phone or SWU comlink), can transmit a range of about 25 lightyears (Sprite subspace transmitter, which is starfighter-scale), to the transceiver on the Millennium Falcon, being able to broadcast 40LYs, to a Star Destroyer having a range of 100LYs.

That scale, even in a Star Destroyer, won't get you very far in the galaxy, however. It will get you to a lot of proximate systems, but most of those won't have anything interesting to communicate with.

Most subspace communications will have to be broadcast narrow-band in a specific direction in order to get greater range. Even then, it will have to communicate with a subspace transceiver (either on a satellite of some sort, or planet-based facility run by a communications corporation or government) to route the signal to the intended recipient. More than likely, the subspace transceiver will have to communicate with another subspace transceiver (and, perhaps, so on) until the signal arrives at a subspace transceiver that is within range of the intended recipient.

The trick (skill roll) is figuring out how to route the call.

Now, I'm not sure how this would work with regard to frequencies.
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Matthias777
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PostPosted: Mon Jan 02, 2012 6:43 am    Post subject: Reply with quote

The Essential Guide to Weapons and Technology has a whole entry dedicated to subspace transceivers and technology (p. 136), and another page dedicated to HoloNet transceivers/tech (p. 138). If you guys don't have the book, let me know and I'll type it out for everyone.
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S-Foil
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PostPosted: Mon Jan 02, 2012 2:16 pm    Post subject: Reply with quote

Mikael Hasselstein wrote:
This is a great interpretation.

Let me paraphrase it back to you so that I understand, while also incorporating material from Wookieepedia.

A subspace transmitter, based on a ship or on a facility (as in: not mobile, like a RW mobile phone or SWU comlink), can transmit a range of about 25 lightyears (Sprite subspace transmitter, which is starfighter-scale), to the transceiver on the Millennium Falcon, being able to broadcast 40LYs, to a Star Destroyer having a range of 100LYs.

That scale, even in a Star Destroyer, won't get you very far in the galaxy, however. It will get you to a lot of proximate systems, but most of those won't have anything interesting to communicate with.

Most subspace communications will have to be broadcast narrow-band in a specific direction in order to get greater range. Even then, it will have to communicate with a subspace transceiver (either on a satellite of some sort, or planet-based facility run by a communications corporation or government) to route the signal to the intended recipient. More than likely, the subspace transceiver will have to communicate with another subspace transceiver (and, perhaps, so on) until the signal arrives at a subspace transceiver that is within range of the intended recipient.

The trick (skill roll) is figuring out how to route the call.

Now, I'm not sure how this would work with regard to frequencies.


This is pretty much how I've always run subspace communications. When it comes to frequencies that's just part of the Communications roll. There's just commonly accepted channels used for various purposes (emergencies, beacons, control channels, etc) that a comm unit will have embedded in its memory. A comm unit will also have a bunch of pre-programmed network IDs so the user can send messages via a relay network if there's one available. Like I said the comm unit just taps into the navcomputer to be able to direct a message to a target system.

I divide ranges by 10 when broadcasting omnidirectionally. So that Star Destroyer's 100ly directed range becomes 10ly when it broadcasts an omnidirectional signal. I think this meshes with the idea that astrogation mishaps can be extremely dangerous and many ships have hyperdrive backups. If you have a mishap and jump way off course and your hyperdrive is fried you may not be able to get a message back to civilized space. Getting back to civilization slowly is better than never at all. An omnidirectional emergency signal might not have the range to reach anyone that can help and without a good nav fix you may not be able to properly aim a directed signal.
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Matthias777
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PostPosted: Mon Jan 02, 2012 2:53 pm    Post subject: Reply with quote

Canon states that "subspace messages can be intercepted by any vessel within the transceiver's considerable broadcast range", and that this range is the one used for distress signals in addition to regular communications. That, to me, says "omnidirectional" pretty plainly, but I get why you would want to have different ranges for directional vs. omnidirectional. If you have to have them, though, it seems that the canonically-stated figures should be for the omnidirectional range, not a directional range.
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CRMcNeill
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PostPosted: Mon Jan 02, 2012 3:42 pm    Post subject: Reply with quote

There was a scout ship in Wanted by Cracken that was equipped with a directional transponder. I can't remember the exact details, but the transponder made Communications rolls more difficult to intercept comm signals.

EDIT: Wanted by Cracken, page 81. Intercepting a tight beam signal requires a Very Difficult Communications roll, and additional rolls may be required to decode if the signal is encrypted. Lower base difficulty by one level if the specific comm frequency is known, and by one level if the signal vector is known.
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jmanski
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PostPosted: Mon Jan 02, 2012 5:07 pm    Post subject: Reply with quote

Nice catch
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S-Foil
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PostPosted: Mon Jan 02, 2012 9:14 pm    Post subject: Reply with quote

Matthias777 wrote:
Canon states that "subspace messages can be intercepted by any vessel within the transceiver's considerable broadcast range", and that this range is the one used for distress signals in addition to regular communications. That, to me, says "omnidirectional" pretty plainly, but I get why you would want to have different ranges for directional vs. omnidirectional. If you have to have them, though, it seems that the canonically-stated figures should be for the omnidirectional range, not a directional range.


I gave my subspace radio ruling many years ago before I had ever seen a canon description of exactly how the SWU handled things. I based my numbers off the HPG range from Battletech when I was pressed to give a hard number when the issue came up. Looking at it now I don't see any problem with the listed ranges being for omnidirectional broadcasts.

I tend to say "far enough" when pressed on ranges anymore. If it's something absolutely needed by the game I'll try to give a nice logical ruling but most of the time things like subspace radios are just background elements.
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CRMcNeill
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PostPosted: Mon Jan 02, 2012 10:55 pm    Post subject: Reply with quote

jmanski wrote:
Nice catch


Thanks. Wanted by Cracken has some very useful bits of knowledge in it, like the detailed rules for gravity well projector combat.
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