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Or maybe it opens a worm hole.
Either way, it doesn't replicate you or death claws.
besides, I'd send mini nukes and behemoths. Be-he-moths being these really big giant moths who's pronouns are "he"
inside people?
For the same reason the teleporters in Star Trek break down or are otherwise unusable for a given situation. Its not in the script. If the Institute could teleport a mininuke anywhere it wanted, there would be no game.
You could argue that there needs to be a signal for them to lock on to, hence the courser chip you need to get in, or the synth relay grenades. Also explains why your companion, with the exception of the courser, can't enter the Institute. Sturgis is capable of reprogramming the teleporter to get the Minutemen inside, but maybe they had a signal of some sort he was able to make the machine lock on to.
X6-88 had walked through Kelloggs door in his memories, instead of just teleporting there. So maybe again a destination signal is required. or maybe teleporting someplace without a pad isn't too accurate. You might be able to get close, but not exact.
If it was just building settlements, killing and looting, I'd be fine with it but there's a story. You think "hey, scientist are smart and don't kill people" and then you are told by your own son to go out and murder all the Railroad and the BOS.
You think "Paladin Danse has principles" then you find out that the BOS is run by a genocidal maniac who wants to kill all "abominations" that aren't pure humans.
And you figure out right away that the Railroad considers you expendable to save Synths and that Preston Garvey considers you expendable to save settlers. Railroad and Minute Men are evil, they're just being evil to the sole survivor.
While the conversion and transmission process does consume quite a lot of energy, it's nowhere near what you'd need to generate matter from nothing. When you transmit something, the energy needed for their matter is the energy you're transmitting that you temporarily converted from their original body. In energy terms, you just pay a tiny percentage of interest on the lump sum of energy you're transferring.
But even putting matter creation aside, a teleporter of that kind is still an insanely deadly weapon. As long as you can manage targeting, you can perform a whole range of deadly tricks, ranging from teleporting a live grenade into someone's bedroom, cutting a building in half by teleporting a thin slice out of the middle, or just skipping the rematerialization step and hitting your desired target with the entire converted energy of a random object (a bit like a very cheap antimatter explosion that you can fire through walls).
You take a Watcher crow, rig it up with a teleportation beacon. and have it fly to a target. When it arrives, you aim the Molecular relay at it and dematerialize it, but you skip both transmission and rematerialization and just let the released energy explode where it is.
if one crow isn't enough to get through whatever your target uses to shoot crows, you send an entire flock, since you only need to spend energy exploding one that reaches the target. Alfred Hitchcock never made such deadly birds.
https://en.wikipedia.org/wiki/The_Birds_(film)
Star Trek did not have Transporters it had replicators. it would break down a person into energy, transmit that energy and data, and reconstitute the person. same memories, same body, but its a new person. old one was dead.
it could easily be used to clone people or combine people and did so accidentally on occasions. the only thing stopping it is engineer code.
in Fallout 4 it felt the transporter tech was something thrown in at the last minute and wasn't fully fleshed out. cuz it would be easy to code.