New proposal for telescience:
Instead of inputting three numbers into the computer, you now input four:
You can input horizontal direction (in degrees), power (in m/s) and vertical direction (in degrees) into the telescience computer, and where a theoretical "projectile" that would be affected only by gravitational acceleration which would be launched with those parameters you input would land, that would be the teleportation coordinate, with the launch base being a random coordinate ( subject to change ). Fourth number is Z-level.
For horizontal direction 0 degrees is up ( north ) with 360 being the max, for vertical direction 0 degrees is parallel to the ground with 90 degrees being the max, and power can be some large arbitrary value, which is the base speed of the "projectile".
The only "random" thing with this change would be is the base launch coordinate and the Z-levels, but that may be subject to change.
Example of how this system would work:
Lets say that the base launch coordinate of the teleporter is 50 50 on Z 1.
If you set the horizontal direction to 45, vertical direction to 45 and power to 14. The end coordinate would be (64, 64)
Let me go over how this math works -
i'm pretty sure there is a formula for this, but I'm too lazy to figure it out
Vertical Direction will now be simply aY, and base
Using vertical direction and power, we get a velocity vector (cos(aY),sin(aY))*power which is (cos(45),sin(45))*14 which is approximately (10,10)
Since gravitational acceleration is 9.8 m/s^2, the "projectile" would land after approximately 2 seconds, because it would take approx 1 second to fully decelerate and the same time to land. ( acceleration is ~10 m/s^2 and velocity is ~10 m/s, so logically it takes 2 seconds for the velocity Y to become the opposite )
In those two seconds, the projectile travels 20 meters ( 2 seconds at 10 m/s ) This distance will now be simply labelled "len"
The time the "projectile" travels also could be used as teleporter delay, and then multiplied by the absolute Z-difference between station Z-level and wherever
you're launching + 1, for example.
You can calculate all of this using this:
https://www.desmos.com/calculator/gjnco6mzjo
Now to get a vector with our specified horizontal direction ( aX ) we need to do the same thing we did earlier, just different numbers.
We get a vector (cos(aX),sin(aX))*len which is (cos(45),sin(45))*20 which is (14,14).
We add that vector to the vector of the base launch coordinate and get (64,64).
Easy as pie!