Isaiah EvansonRobotic, remote-controlled avatars... that choke to death when you run out of air.
And then magically revive far away the very next minute.
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Isaiah EvansonRobotic, remote-controlled avatars... that choke to death when you run out of air.
SapphoRobots like Sappho don't need air, at least, not in RP. "Hazardous" would include extreme environments, I presume, & that would seem to include a vacuum.
Or a ship cabin with a "gaseous anomaly" as the commander.
SakashiroIsaiah EvansonRobotic, remote-controlled avatars... that choke to death when you run out of air.
And then magically revive far away the very next minute.
Isaiah EvansonSakashiroIsaiah EvansonRobotic, remote-controlled avatars... that choke to death when you run out of air.
And then magically revive far away the very next minute.
At a certain point the logical explanation is "gameplay reasons."
Isaiah EvansonRobotic, remote-controlled avatars... that choke to death when you run out of air.
Isaiah EvansonRobotic avatars flying our ships to keep us out of danger is just unmanned vehicles with extra steps. Kinda defeats the purpose.
Claudius AetiusWhy don't simply skip this lame "Holo-something" situation and add a new "lore-ish" option: we commanders are "physically" flying our ships and when it reaches a point of rupture for damage or other irreversible problem, an automatic system launch us in an escape pod. After "some amount of time" the pod reaches the closest Starport/base/orbital... when we have the option to rebuild our original ship or acquire a sidewinder.
After that, we need to find a solution to leave the place and go back home.
Yeah, it is a very stretched excuse to explain all the situation, but it is IMHO a most coherent gameplay excuse. And justify the "choke" stuff when the air is vanishing out the cockpit.
It could even introduce a "escape module" in the outfitting options, with a better or more potent escape pod.
Isaiah EvansonDoesn't really make a lot of sense to simulate lack of oxygen if you're controlling a robotic avatar either.
Simulating the near-death experience can be something that might keep you from wasting another and another avatar all over again, but that has a deeper psychological - or neural, correct me which one is better - aspect to it. Look at the video games we have: when there's red blood effects or screen going sepia/monochromatic, our fight-or-flight instincts kick in. We all know it is "just a game" and we are safe from any harm, but our brains maximize its power in order to avoid repercussions - in most cases a feeling that it will waste our time to start all over again. If you want less "deathly" examples, a lot of people adjust their bodies accordingly when they play driving or flight sims despite the fact there is absolutely no need to do so.