Or Etienne Dorn's Special Recipe.Should have been "strange meat".
Or Etienne Dorn's Special Recipe.Should have been "strange meat".
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.
Fallout 3?I want to be able to drop a nuke on the settlement. Then go in with a hazmat suit on and raid it.
Nah, that was Live Animals that turned into animal 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"?
Thief 2 was pretty cruel—you could knock an NPC unconcious, then throw them into water where they would slowly drown. PEGI 18, too, accordingly.When it comes to video games, I blame the introduction of stealth gameplay for the trend. Thief was a great game, but they gave you this magical cosh, that if used from behind an unaware target, always rendered them unconscious, but never killed.
Exactly what PvE settlement looters do."Motiveless killing" - you mean, exactly what gankers do?
When I look at ED it doens't particularly strike me as an "adult game". It's an arcadic space sim with lore elements. It's interactions with believable (or not so believable) humanoid characters is basically the only immediate impact on morality, violence depiction and maturity. There is no sex, there is no romance, there is no personal story.Yea, Odyssey being PG16 rated AND a DLC to ED (which is PEGI7), seems a double mistake to me.
It should have been a PEGI18 and it should have been a standalone game in the same galaxy as what is now known - the legacy ED.
Did you get any bounty for killing criminals, or even a sense of satisfying justice by ridding a settlement of the scourge of scavengers?Exactly what PvE settlement looters do.
Exactly what I did yesterday. Took a power restoration mission, arrived to the site, a bunch of scavengers present and an intense firefight broke out. Eliminated them, turned the power on, lifted everything not nailed down—you know, the SOP. Hopped into my Scorpion, saw a red square—one of the scavs escaped the carnage and managed to not notice me frolicking around the place with abandon. Grabbed my Executioner, hopped out of the SRV and onto the roof of some structure. Took aim, killed the last scav while they were squatting in front of an open container—back turned to me, completely unaware and powerless to do anything.
I had no motive to do it, my work was done. I could have just left the settlement an leave them be. Or at least not shot them in the back while they were completely unaware. Still I murdered them in cold blood just because they were there and I could.
I've definitely regretted some of my choices!!! Doing pallet defence now I wish I'd enchanted my gun with fast reload instead of increased magazine size.Mature games deal with interactions, have multi-branched stries with grey morality. You might regret your choices later. You don't get to regret anything in a spaceship simulator.
For bounty hunting it would be a great option if tied with being able to drag them to a hibernation pod and turn them in for extra credits.I'd certainly appreciate the existence of less-than-lethal options, but in any vaguely plausible setting they'd be much riskier to employ than the lethal stuff, and would still kill a fair number of people.
Did get a small bounty voucher. But no sense of satisfaction of bringing justice. What justice, if ultimately the scavs are there for the same reason I am--I just have a legal justification to be there and a plausible deniability for looting the place ("How should I know where all your ionized gas went, the place was swarming with scavengers!"). When I was driving back to my ship I thought to myself "OK, that was a good shot, alright, but why?" (yes, I know, just an NPC that despawns as soon as I jump to supercruise, but still--why?).Did you get any bounty for killing criminals, or even a sense of satisfying justice by ridding a settlement of the scourge of scavengers?
I'd argue that "Haha, commander ship goes BOOM!" is at least more honest and straightforward motivation than all the rationalizations and moral voodoo for massacring scavengers or participating in conflict zones. At least I can go "Haha, Phantom faster than meta FDL!" if the ganker tries to blow me up, poor NPC-s don't even have that luxury.Gankers get none of these things. They prey on the innocent for out-of-universe shizzles and giggles, getting joy from just being annoying people. That's motiveless killing in-game.
Kevlar (example), a synthetic fabric weave, stops bullets, but not needles and still get sliced clean by blades. Just because something stops bullets or explosive impact that doesn't make it impervious to everything. Each material for defense is designed for one use, and will still have drawbacks.And that's the real problem, at least for any of the armored suits (which all security and combat personnel are wearing); they are meant to stop bullets and worse.
Taser probes are like needles (same thing as the real taser pistol ones). Needles are able to impart a lot of pressure due to the minimal surface area, so they will perforate any weave/fabric easily, but also will still be stopped easily by friction with the skin (or just by mechanical feature on the needle itself). Hitting a limb, trunk, or a softer part like a neck would have about the same effect in terms of mechanic impact. Only the effect of the electrical shock on the area can be a problem, like hitting a nerve on the spine would be dangerous. Taser training materials probably expand better on this (hopefully, butHow do you get taser probes through a ballistic plate? If the probes carry enough energy to penetrate the chest plate on a combat suit, what are those probes going to do if they hit someone in a less armored area (like the neck)?
For soft civilian suits or flight suits, just having puncture holes in them, along with an occupant who can no longer patch their own suit, could easily be a death sentience, depending on the suit specifics and the environment in question.
The suit doesn't instantly evaporate, so that interpretation is bogus. Even if the Energylink reaches the high voltage necessary to bridge vacuum, that doesn't mean it will deliver that high of a current. On the contrary, in order to increase the voltage enough to bridge vacuum, the current will end up being small and will be discharged fast (total energy needs to be conserved, and the suit doesn't have enough energy to cause that much of a reaction).Judging from aspects of the in-game depiction, raw power. Each discharge is a significant fraction of total suit power reserves and can bridge a meter of high vacuum. We are talking dozens of millions of volts pushing thousands of amps for a fraction of a second. A lineworker's mail Farady suit would struggle to redirect that energy without melting...and enough would pass through the bag of salty water inside to cause serious damage, even without acounting for being wrapped in a suit that was partially turned into plasma and slag.
Kevlar (example), a synthetic fabric weave, stops bullets, but not needles and still get sliced clean by blades. Just because something stops bullets or explosive impact that doesn't make it impervious to everything. Each material for defense is designed for one use, and will still have drawbacks.
The suit doesn't instantly evaporate, so that interpretation is bogus.
Even if the Energylink reaches the high voltage necessary to bridge vacuum, that doesn't mean it will deliver that high of a current. On the contrary, in order to increase the voltage enough to bridge vacuum, the current will end up being small and will be discharged fast (total energy needs to be conserved, and the suit doesn't have enough energy to cause that much of a reaction).
The point I raised is that the suit has so little conductivity to the point a shock to the suit is mostly transfered to the skin. I expected some meshes and other things to cause otherwise, but since the overload works than that is not the case.
Of course it also gives the player a "silent" way of killing without gating it behind the silencing mods..
i really like how put silent in quotes, cause i clearly remember they make a lot of noise in the short timeframe between the zap and the body hitting the floor.![]()
Incidentally, i was testing the "rousing " stuff, which i couldn't replicate.... but i found security to be much less...um.. responsive?Of course it also gives the player a "silent" way of killing without gating it behind the silencing mods..
I think they need to see the body and the player at the same time in order to actually go hostile - or at the very least, they have to see the person die.Incidentally, i was testing the "rousing " stuff, which i couldn't replicate.... but i found security to be much less...um.. responsive?
In testing, twice i zapped a guard in a patrol path of another, then ran off 100-200m to observe.
Patrols ran to the body, looked at it, then resumed patrol without raising an alarm. When i closed distance they were white on radar (so not alerted) and just ignored the body from that point.
I then went into a building with my unsilenced plasma pistol... very casually killed the occupants... eventually a guard ran in to the building, i stayed close but out of sight. They then tried to raise an alarm but i killed them first.
It seems raising an alarm is a function of player proximity at the time the body is discovered? That and, although i knew this for a while, silence is far from mandatory when preventing alarms.
But it does feel...i dunno... easier?
The nearest is the EMP grenade to take down shields. Shame it doesn't have "interesting" effects on unshielded bodies.This thread makes me wish we had an electrical grenade option. A bit like the shield grenade one, only its zaps everyone inside the shield bubble with lightning.
That would be neat. FDev seems to have fixed the auto-launch for the Imperial cutter (until the next update, at least) so a zappy grenade should be easy to make for us.