SRV - death, what happens

What happens in the game, or what happens in the game world?

In the game, as said above, you end up in your ship.

In the game world, I would suggest that you dive out of your SRV at the last minute, then re-call your ship using your suit, then get in the ship.

As we don't have first person walking mechanics yet, it fades to black, and skips that bit.

Ha even if we get space legs theres no immersive way you can explain the disconnect. Were telepathicaly controlling the srv so death means nothing, but more importantly people in 3302 are still so self absorbed they have to place a holographic image of them into anything they are controlling, reserving the ability to change their appearance on a whim. Holo-me is like hollow
 
If you read the manual it explains how you end up surviving the destruction of your ship. The special suit the commanders are given "microjumps" you back to the last station you were at. It's supposed to be a secret, hence why your bounties are cleared because they think you're dead. The crew however don't have these special suits that the commanders of the pilots federation have. So they die.

Makes 0 sense. Its not the suit but the chair that supposedly fsd to last visited station. Thing is if you run out of oxygen your ship explodes (strange) and then with 0 oxygen left you somehow survive the jump home with no protection or any reasonable concept of how a chair can hyperspace, and ta-da. Elite is full pf realistic science they tell us so clearly they have a lot of juicy science information theyre safeguarding.
 
The theory that everyone in the Pilot Federation actually an AI (but don't tell them, or our project to stop losing countless human lives aboard fragile spaceships might run into trouble) did get a bit of a boost with the news that in 2.4 we could now synthesis life support. Not out of oxygen-containing materials (or even mined liquid oxygen) but out of iron and nickel. Nickel-iron batteries aren't used very much nowadays, but they do have properties which would make them an excellent backup power supply for your computer core.
 
That's the problem when you start to explain things. You either have a good "consistency plan" from the beginning, or you run the risk of contradicting yourself the second you try to justify things.

A good example of that is the way Ridley Scott managed to make a mess of his own creation, Alien and its universe, by desperately trying to bolt on some prequels without thinking thouroughly of the repercussions and consistency problems this would cause in the previous movies.

In the case of ED, the devs should have made a decision from the beginning : you either explain everything, and then you have a laid out plan so that everything is consistent and tied with the rest, or you don't explain anything, and let gameplay be a good enough reason for the caveats that remain.
 
In the case of ED, the devs should have made a decision from the beginning : you either explain everything, and then you have a laid out plan so that everything is consistent and tied with the rest, or you don't explain anything, and let gameplay be a good enough reason for the caveats that remain.

I highly enjoy Overwatch, a game which makes no sense at all on so many levels (physics, biology, story), but it doesn't have to - it's kinda like a Saturday morning cartoon, fun for fun's sake.

ED, on the other hand, has so much that's realistic that when something isn't realistic at all, it really stands out.
 
Makes 0 sense. Its not the suit but the chair that supposedly fsd to last visited station. Thing is if you run out of oxygen your ship explodes (strange) and then with 0 oxygen left you somehow survive the jump home with no protection or any reasonable concept of how a chair can hyperspace, and ta-da. Elite is full pf realistic science they tell us so clearly they have a lot of juicy science information theyre safeguarding.
Well to be specific it doesn't mention a chair nor a suit, it's simply referred to as a personal escape system. With that said, I like to imagine the personal escape system is located within the suit itself.
 
That's probably the hardest part of the kind of game ED is: finding the right balance between what should be left to your imagination and what can actually be simulated as part of a fun gameplay.

Yeah ..

I would think you have some kind of adventure, SRV exploding sends a signal to your ship to get to your location, and you get to the landing spot either on foot or with your junior birdman rocket pack. If ship destroyed, surely you go into an escape pod chloroformed or in some kind of statiss. Your beacon is found and you're traded on several blackmarkets before being liberated and returned to your point of origin. Just because you've never failed to refind your last station on rebuy, doesn't mean thousands of pilots are never seen again, every day of the week?
 
This is not correct you are only in telepresence when using the SRV turret, all other times you are in the SRV, telepresence is only used in ship launched fighters and SRV turrets.
I've noticed that you only get the TP notification when in the turret, but even so, the only way it makes even a tiny bit of sense to wake up back in the ship is if driving the SRV was telepresence the whole time.
 
I hate you OP ... just kidding 😉

I thought that if you die in SRV, you get respawned back at last station you visited, have to replace ship, lose cargo and explorer data etc. Now I'll have check this is correct. 😏

This is the break point between it being a game and being a simulator.

I think the SRV should really be a 'virtual' presence like ship fighters.
 
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