Community Event / Creation Fer-De-Lance Sound Augmentation System (SAS) - Facts and History

"In space, no one can hear you scream"

Every commander knows this phrase, you hear it wherever you go, and of course it appears on the very first page of every ship manual.
Did you know the first SAS system was introduced over 400 years ago, way back in 2900.

SAS Systems were based on the more simplistic Combat Sound Simulator (CSS) used by the military to improve the information a pilot could process. The system works by simulating the sounds of battle as if they were made in air, which provides audible feedback on things such as hitting targets, and firing weapons.

Not only did this system improve combat awareness, it saved large sums of money on ammunition and missiles. It turns out that pilots in combat would waste ammo due to the fact they were not certain the weapons were working! Missiles were found to be the most costly waste, pilots frequently fired two or three defence missiles 'just in case'. Just one year after the system was introduced there was a 50% increase in 'active combat time' due to pilots not wasting valuable ammunition and missiles.

Rights for using CSS were released in 2898 and were quickly adopted and enhanced by Fer-De-Lance. In 2899 (Just one year later!) Fer-De-Lance announced it was testing a system to become known as (SAS) which tackled a number of problems pilots suffered on long haul flights. The biggest problem for pilots was 'Reality Detachment Syndrome' (RDS) also known as Hermit Disease. Due to the lack of audible 'reality' pilots and crew of long haul transports were driven mad by the single sound of the power plant for months on end.

Billons of credits worth of valuable minerals and metals were either flown into the nearest star or crash landed on large asteroids to avoid facing audible reality again. Survivors from crash landings became the rock hermits you see today, surviving on large asteroids and avoiding humanity at all costs.
Today SAS is fitted to all ships with no exception, SAS systems have saved tens of thousands of lives and many trillions worth of cargo.

Now all actions performed by your craft are artificially augmented by the SAS system, from opening the cargo scoop to firing a class 8 missile barrage, all in rich Super 8™ sound quality.

IMPORTANT! : Your insurance is void if you are found to be flying with a defective SAS system, more importantly, if you are scanned by the police and are found to be flying with a defective SAS system you can expect a fine of up to 100,000c and your ship will be impounded, repaired and sold at auction.

Remember, fly safe, fly with SAS!
 
Epic :)

I love that the whole 'sound in space' debate gets an extremely reasonable and utterly believable/realistic explanation!

They should totally make that canon :D
 
Epic :)

I love that the whole 'sound in space' debate gets an extremely reasonable and utterly believable/realistic explanation!

They should totally make that canon :D

Thanks - I thought it was common knowledge - seems not everyone reads the ship Manual!
 
"In space, no one can hear you scream"

Every commander knows this phrase, you hear it wherever you go, and of course it appears on the very first page of every ship manual.
Did you know the first SAS system was introduced over 400 years ago, way back in 2900.

SAS Systems were based on the more simplistic Combat Sound Simulator (CSS) used by the military to improve the information a pilot could process. The system works by simulating the sounds of battle as if they were made in air, which provides audible feedback on things such as hitting targets, and firing weapons.

Not only did this system improve combat awareness, it saved large sums of money on ammunition and missiles. It turns out that pilots in combat would waste ammo due to the fact they were not certain the weapons were working! Missiles were found to be the most costly waste, pilots frequently fired two or three defence missiles 'just in case'. Just one year after the system was introduced there was a 50% increase in 'active combat time' due to pilots not wasting valuable ammunition and missiles.

Rights for using CSS were released in 2898 and were quickly adopted and enhanced by Fer-De-Lance. In 2899 (Just one year later!) Fer-De-Lance announced it was testing a system to become known as (SAS) which tackled a number of problems pilots suffered on long haul flights. The biggest problem for pilots was 'Reality Detachment Syndrome' (RDS) also known as Hermit Disease. Due to the lack of audible 'reality' pilots and crew of long haul transports were driven mad by the single sound of the power plant for months on end.

Billons of credits worth of valuable minerals and metals were either flown into the nearest star or crash landed on large asteroids to avoid facing audible reality again. Survivors from crash landings became the rock hermits you see today, surviving on large asteroids and avoiding humanity at all costs.
Today SAS is fitted to all ships with no exception, SAS systems have saved tens of thousands of lives and many trillions worth of cargo.

Now all actions performed by your craft are artificially augmented by the SAS system, from opening the cargo scoop to firing a class 8 missile barrage, all in rich Super 8™ sound quality.

IMPORTANT! : Your insurance is void if you are found to be flying with a defective SAS system, more importantly, if you are scanned by the police and are found to be flying with a defective SAS system you can expect a fine of up to 100,000c and your ship will be impounded, repaired and sold at auction.

Remember, fly safe, fly with SAS!

Thank you so much, these types of bite size chunks of lore is the best! I love it!
Rep incoming!
 
This SAS module should be eligible to be damaged in combat.

Malfunction => sounds from wrong orientation/ some sound muffled ...
Completely damaged => only sound you can effectivelly ear from inside your ship : hull stress, internal components.

Implementing this malfunction will totally add to the atmosphere of the game.
 
This SAS module should be eligible to be damaged in combat.

Malfunction => sounds from wrong orientation/ some sound muffled ...
Completely damaged => only sound you can effectivelly ear from inside your ship : hull stress, internal components.

Implementing this malfunction will totally add to the atmosphere of the game.

Actually, im sure that ive heard the ship voice sound very distorted in the middle of combat at one time during beta.
Would be nice if malfunctions and damage like this remained until repaired though, right now iit seem only temporary
 
Actually, im sure that ive heard the ship voice sound very distorted in the middle of combat at one time during beta.
Would be nice if malfunctions and damage like this remained until repaired though, right now iit seem only temporary

I think I would pay a little more real cash, if the ship's computer went into some kind of MAX Headroom type of fit
[video=youtube_share;nt56RMbpq_0]http://youtu.be/nt56RMbpq_0[/video]

or for it to randomly start barking.. "Two Weeks....Two Weeks" :D
 
I think I would pay a little more real cash, if the ship's computer went into some kind of MAX Headroom type of fit
[video=youtube_share;nt56RMbpq_0]http://youtu.be/nt56RMbpq_0[/video]

or for it to randomly start barking.. "Two Weeks....Two Weeks" :D


Haha, brings this to mind! From Metal Gear Solid 2 when the AI acting as you commander gets infected by a virus and starts to malfunction.
Calls you up in game and tells you to turn off the game console and a whole bunch of ramblings.

https://www.youtube.com/watch?v=I9FpTCi2I3Y
 
Don't get me wrong, it's a good bit of writing, I just don't think it's that necessary.

True, there is no sound in space - or in any vacuum, but when flying your ship, you are not in a vacuum. The sounds of your own drive, or weapons charging and firing would be transmitted along the structure of your own ship into the environment of your own cabin and the air it contains, and from there to your ears.

It is only things like the sounds of kinetic weapons hitting their targets that would need to be simulated and amplified into the cockpit - although the other sounds would benefit from amplification to assist a pilot in diferentiating between lasers charging and firing, etc.
 
That's great, but for the realists who don't buy this, there should be a way to mute all external sounds. Now it's all or nothing.

Let us worry about not being able to hear what happens in the vacuum of space and how the game is best enjoyed.
 
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