Why weapons doesn't have a STUN option??

Disabling the alarm is a good idea but in my mission there was a technician just in front of the object, he was still, no pattern to memorize. Maybe shutting down the air system was the right choice? I suppose it triggers alarm, isn't it? :unsure:

No idea, I always go for the alarm first.
And honestly, i dont remember an NPC that was stuck in one place - all of them seem to have a patrol route, except maybe some of the targets of the assassination missions - like the shielded grunts that are stationed in the CMD rooms and make the targets of certain missions.
 
That's what I wanna do :)
I was requested to steal an object from an industrial settlement, the object was in a restricted area, if someone see you then he will activate the alarm and the mission is over. The guy is just in front of the object I had to steal so I sneaked behind him used the overloaded gun and he died :-(
Why I can't just stun him? It's fine if the game adds a 10% possibility to kill him while trying to stun him. You know, a thief is different from an assassin, he try always to not kill people.
It would depend on what you want to steal, but there's probably a stealthy way to do it.

For some tips check out these videos: https://www.youtube.com/@StealthBoyElite
 
seems like ED is the only one without a stun option :LOL:

Or is the only one without the Kill option? 👇

When we get the rebuy screen, on foot, it's saying we lost consciousness.
In which case it could be safe to assume that no one gets killed in Elite, on foot, and they're just losing consciousness - which is treated as a murder attempt* and for which we get murder bounties.

So there you go - all weapons are Stun weapons - but since stunning gets treated as a murder attempt, you get a bounty, which brings us back to the basic notion of no Consequences gameplay- which seems to be the root underlaying behind the request for stun weapons.

*(which shouldnt be surprising since we get obliterated for pad loitering or for not freezing in place when a settlement guard asks us to submit to a scan)
 
Yeah I read it, that's an interesting idea.

the even more interesting Idea was @Ian Doncaster one - where we're in a simulation "matrix" style.
That would explain why we cannot die. the instant "teleport" from the far end of the galaxy to the bubble in an instant in case of a death and many other "instant" things happening in ED
 
In which case "what about" arguments make little to no sense whatsoever and the poster i quoted should accept there is no stun weapon in this game without mentioning superluminal speeds 🤷‍♂️

Not like it matters - IMO
When we get the rebuy screen, on foot, it's saying we lost consciousness.
In which case it could be safe to assume that no one gets killed in Elite, on foot, and they're just losing consciousness - which is treated as a murder attempt* and for which we get murder bounties.

So there you go - all weapons are Stun weapons - but since stunning gets treated as a murder attempt, you get a bounty, which brings us back to the basic notion of no Consequences gameplay- which seems to be the root underlaying behind the request for stun weapons.

*(which shouldnt be surprising since we get obliterated for pad loitering or for not freezing in place when a settlement guard asks us to submit to a scan)
I think that is just a gameplay thing and not lore-based, it'd be quite tough to have actual player death in a game like this. Or else the people paying me for assassination contracts are getting scammed.

As for "no consequences gameplay", I would expect non-lethal play to be balanced against lethal with some tradeoffs. The energylink already has very poor range, "ammo" efficiency, doesn't work against shielded targets. Melee doesn't need much explanation, its only upside is the lack of energy cost and hearing people yell IVE BEEN SHOT as I silently take them down. They could both be made non-lethal with or without further changes to give more options for players to complete non-lethal missions or those trying to be ethical or whatever.
 
Previously I said ED is a simulation and should be as realistic as possible.
One thing that can't be realistic is when you die, the cannot sell a game were, when you die you cannot play again forever :LOL:
So devs needed to find a way to let you be immortal. So if you are going to die you are instantly teleported somewhere else and cured.
Now extend this immortality to all human beings is not realistic. Thargoids have killed thousands of humans isn't it?
 
the even more interesting Idea was @Ian Doncaster one - where we're in a simulation "matrix" style.
That would explain why we cannot die. the instant "teleport" from the far end of the galaxy to the bubble in an instant in case of a death and many other "instant" things happening in ED
That might have been someone else's idea.

Mine was that all Pilots Federation members are AIs who are kept in line by telling them that AI has been banned for years so that they never think that they might be one. This explains things like "being paid more than the value of a ship to do relatively small tasks" - firstly, it's a post-scarcity economy so ships don't have all that much value; secondly, credits are only used to motivate the AIs and are mostly disconnected from normal human currency; thirdly, the person asking for the task couldn't just fly the ship themselves because they're not a specialised ship-piloting AI. It also explains why there's relatively little automation: there's lots of automation and it's your job to provide it.
 
That might have been someone else's idea.

Mine was that all Pilots Federation members are AIs who are kept in line by telling them that AI has been banned for years so that they never think that they might be one. This explains things like "being paid more than the value of a ship to do relatively small tasks" - firstly, it's a post-scarcity economy so ships don't have all that much value; secondly, credits are only used to motivate the AIs and are mostly disconnected from normal human currency; thirdly, the person asking for the task couldn't just fly the ship themselves because they're not a specialised ship-piloting AI. It also explains why there's relatively little automation: there's lots of automation and it's your job to provide it.
I really like this, even if it is just head-canon, but wait a minute;

What if we're actually the Guardian AI's, captured and reprogrammed by the Pilots Federation (ie. The Club)...

The plot thickens...
 
Thinking of the film Moon and to some extent A. E. van Vogt‘s Null-A stories.

Perhaps we are being killed and being replaced with clones that are being kept up to date with our experiences up to our latest death.
 
...Perhaps we are being killed and being replaced with clones that are being kept up to date with our experiences up to our latest death.
That, is an entirely different game...

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