Trouble is, anything capable of that much destruction would result in no more settlement. Anything that would just target people in the settlement would be defendable against with the same technology that allows you to walk around in unmitigated solar radiation as we do already. Unfortunately this would just further highlight the necessary limitations in the game mechanics where I can't kill someone in a windowed agricultural unit with any weapon that exists within the game - the same weapons that will easily punch through the hull of a 1 kiloton ship.I want to be able to drop a nuke on the settlement. Then go in with a hazmat suit on and raid it.
But it would be fun to watch from a distance. I could pick off any stragglers after I exit my vehicle.Trouble is, anything capable of that much destruction would result in no more settlement. Anything that would just target people in the settlement would be defendable against with the same technology that allows you to walk around in unmitigated solar radiation as we do already. Unfortunately this would just further highlight the necessary limitations in the game mechanics where I can't kill someone in a windowed agricultural unit with any weapon that exists within the game - the same weapons that will easily punch through the hull of a 1 kiloton ship.
How oxygen then gets turned back on so the NPC wouldn't die and in a way that doesn't return some level of combat effectiveness at least to being able to raise an alarm is another story.
This is why nitrogen which is the bulk of the air we breathe is considered a hazardous material in the workplace.There is a fair gap between the partial pressure of oxygen required to support life and that required to support consciousness. Even in basic suits meant to run low pressure pure oxygen, it wouldn't be a binary on or off thing. Setting the O2 mix to a very low partial pressure equivalent (say sub-4%) would knock almost everyone out in a few breaths, but kill almost no one inside 90 seconds. Raising the O2 partial pressure to 6-7% equivalent will delay death for a protracted period of time, but allow almost no one to regain consciousness.
Since most human feedback mechanisms related to breathing and respiratory discomfort are a response to rising CO2 concentrations, not a lack of oxygen, most people would be unconscious before they knew what was going on. This is why inert gas as a means of execution is seeing such interest; the symptoms of a total lack of oxygen are very subtle and very brief. Those trained to recognized those symptoms might have enough time to get a few shots off or activate an alarm, but if one can hack a closed life support system, jamming communications for a few seconds should be a small matter. Most people would pass out before they knew what was happening.
Yeah... i certainly can't recreate it now, but it did happen once a while back. Maybe I'm just a flawed narrator on this occasion, but had very distinct memories of zapping someone, avoiding security response, going back to scan the body and it was gone, and only to find the same guard round the corner on their usual patrol.Your confidence is misguided by a lack of testing. Once an NPC is down, they are not getting up.
NPCs vanish on me all the time. It seems half of the ones I kill aren't there to scan when I start making my way through.Yeah... i certainly can't recreate it now, but it did happen once a while back. Maybe I'm just a flawed narrator on this occasion, but had very distinct memories of zapping someone, avoiding security response, going back to scan the body and it was gone, and only to find the same guard round the corner on their usual patrol.
Most likely would be a taser of sorts (preferably sidearm). Regulating the electric power delivered is done on weapon side and trivial (it's a current controller, we figured that out near the 90's). The probes would need to pierce the suit, since Faraday Cage effect would negate the taser. No need to fully incapacitate/knock out, if the person is distressed enough to not fight back and be on the ground for a few seconds, that's enough time to go and slap some cuffs or hit them in the back of the head (we do need some realism, but less than 100% is fine too). Of course, this also means that same as with the Energylink Overload: no shields, no effect.The issue is coming up with something that will work on someone outside in a fully sealed and armoured spacesuit that won’t mangle and kill someone inside who is wearing no armour at all. Without having multiple reduced lethality weapons or a trigger like a seismic charge launcher and feeling indistinguishable from magic.
The probes would need to pierce the suit
Now that I think about it, how does the Energylink Overload ignores Faraday Cage effect on the suits and still delivers a deadly shock to the person?
Thanks... it was a long time ago when i saw this and could well have been during the alpha.NPCs reviving each other following an overload "kill" was a thing during the alpha test but that would have certainly been removed and I've never seen it happen in live. Someone like a guard would sometimes find a tased NPC, run up to them and kneel down while saying something along the lines of "are you alright?" and then the "dead" NPC would get back up in an alerted state. If the NPC were instead downed by a lethal weapon then you'd just get the usual "oh my god he's dead" dialog and the guard immediately went on the hunt. And I don't think this was intended to be left in for the alpha either, since zapping someone still gave you a murder bounty even if revival was possible.
Judging from the looks of it, space suits in Elite are of the mechanical pressure variety (basically tight-fitting Lycra), not the oldschool rubberised balloon sort of thing. A few holes in a mechanical pressure suit won't do much harm, the whole thing is not airtight, anyway, by design.just having puncture holes in them, along with an occupant who can no longer patch their own suit, could easily be a death sentienc
Spaceship goes BOOM! Spaceship drops an escape pod, a human-in-a-can unable to escape or fight. Another spaceship makes escape pod go BOOM!; that is equivalent to strafing bailed pilots and I'm pretty sure a war crime. PEGI 7and PEGI 16: "This is fine!".Spaceships blowing each other up = PEGI 7. Spaceships even witnessing humans shooting each other on the ground = PEGI 16.
While I get what you're saying, I think in this case because it's simply a container, it's sufficiently disambiguated from the problematic content at hand which is the graphic[1] representation of killing a helpless person, as opposed to the graphic representation of a container (which, through description only) contains a human.Spaceship goes BOOM! Spaceship drops an escape pod, a human-in-a-can unable to escape or fight. Another spaceship makes escape pod go BOOM!; that is equivalent to strafing bailed pilots and I'm pretty sure a war crime. PEGI 7and PEGI 16: "This is fine!".
"Motiveless killing" - you mean, exactly what gankers do?PEGI 18+; Gross Violence, Motiveless Killing or Violence Towards Defenceless Characters.
"Motiveless killing" - you mean, exactly what gankers do?
Anyone remember the Top Tip from Elite 2, where you took a load of slaves without cargo bay life support and turned them into "animal meat"?While I get what you're saying, I think in this case because it's simply a container, it's sufficiently disambiguated from the problematic content at hand which is the graphic[1] representation of killing a helpless person, as opposed to the graphic representation of a container (which, through description only) contains a human.
Should have been "strange meat".Anyone remember the Top Tip from Elite 2, where you took a load of slaves without cargo bay life support and turned them into "animal meat"?