Death by suit
If I my character is on a planet with normal gravity and oxygen, with a moderate climate, why does the space suit kill the engineer once the suit power is depleted ?
Can I not take the suit off and frolic in the woods ?
Is it the backpack that does the murder ?
Is there something wrong with the engineers biology that is being kept a secret ?
Is the engineer the suit and the suit the engineer ?
Is the suit some kind of phycological test as like in 'The Prisoner'.
In the vacuum of space there are good excuses for the engineer to start dying when the power runs out. What are the excuses in the paradise biomes of Verdure ?
Where will be the opportunity at the beach on Verdure to ditch the kit and go for a dip ?
How will the engineer ever get a tan ?
I like this feedback
These are important existential and philosophical questions.
Chilling perpetually in a climate controlled garment is depriving the engineer of experiencing the glories of the natural world.
These are important existential and philosophical questions.
Chilling perpetually in a climate controlled garment is depriving the engineer of experiencing the glories of the natural world.
You are wearing an exoskeleton capable of lifting 8 matric tons of stuff. Clearly the servos that let it move on demand have no power so manually cracking open the suit is not an option. Cracking the suit from the inside should pose similar issues, trying to move the suit sections out of the way. Without power you you can't use the interior controls to even lift the visor.
Sorry.
You are wearing an exoskeleton capable of lifting 8 matric tons of stuff. Clearly the servos that let it move on demand have no power so manually cracking open the suit is not an option. Cracking the suit from the inside should pose similar issues, trying to move the suit sections out of the way. Without power you you can't use the interior controls to even lift the visor.
Sorry.
I had a feedback about this a while back, it's dumb. Same for being in a sealed climate controlled area on a space station.
I had a feedback about this a while back, it's dumb. Same for being in a sealed climate controlled area on a space station.
One rather fundamental question:
Is a space engineer a member of the biological species “Homo sapiens sapiens,” or a member of another species? Genetically and mechanically modified and enhanced, transformed into a biomechanical machine...
It is clear that the abilities and characteristics of space engineers distinguish them from “colonists,” who are likely “normal” individuals of the species “Homo sapiens sapiens.”
For example, an engineer is capable of at least “rebirth” in an adult body (including his spacesuit :-) ), while retaining his memory and recollections, even if his previous body is destroyed or lost.
This suggests that “somewhere” there exists not only a “record” of the space engineer’s biological body, but also a complete “record” of his mind and memory.
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So it might make perfect sense that once the spacesuit’s battery runs out, the space engineer dies... Because the space engineer and his spacesuit are like a turtle...
(You can’t separate the shell from the turtle, because the turtle’s shell IS the turtle.)
One rather fundamental question:
Is a space engineer a member of the biological species “Homo sapiens sapiens,” or a member of another species? Genetically and mechanically modified and enhanced, transformed into a biomechanical machine...
It is clear that the abilities and characteristics of space engineers distinguish them from “colonists,” who are likely “normal” individuals of the species “Homo sapiens sapiens.”
For example, an engineer is capable of at least “rebirth” in an adult body (including his spacesuit :-) ), while retaining his memory and recollections, even if his previous body is destroyed or lost.
This suggests that “somewhere” there exists not only a “record” of the space engineer’s biological body, but also a complete “record” of his mind and memory.
______________________________________________________________________
So it might make perfect sense that once the spacesuit’s battery runs out, the space engineer dies... Because the space engineer and his spacesuit are like a turtle...
(You can’t separate the shell from the turtle, because the turtle’s shell IS the turtle.)
Yeah, I think they should add an option to take off the space suit and walk on the Verdure or grid with life support without it. But since airtightness is not yet present in the game, I suppose this have to wait.
Yeah, I think they should add an option to take off the space suit and walk on the Verdure or grid with life support without it. But since airtightness is not yet present in the game, I suppose this have to wait.
For the moment, we have a body female or male with the only one fake face that do not have to eat and drink and can be recreated infinitely ... like the comment of the turtle, the suit is the space enginner. i don't even try to elaborate an image of what could be inside ... (for ex an exo skeleton with a mass of flesh that need energy and oxygen to be alive ?)
For the moment, we have a body female or male with the only one fake face that do not have to eat and drink and can be recreated infinitely ... like the comment of the turtle, the suit is the space enginner. i don't even try to elaborate an image of what could be inside ... (for ex an exo skeleton with a mass of flesh that need energy and oxygen to be alive ?)
Whether it makes sense lore-wise depends on the lore (which I don't know yet).
From a gameplay perspective, it's fine since they reduced the energy use when not using the jetpack except when building stuff which is interrupted by visiting the survival station.
I think, a block which provides wireless charging nearby would be great. I could add it to my base or vehicle to keep me charged while I design and build stuff.
A modest range of 20 m would be enough for it to be useful. But it should be buildable with basic materials and the recipe should be unlocked early in survival.
Whether it makes sense lore-wise depends on the lore (which I don't know yet).
From a gameplay perspective, it's fine since they reduced the energy use when not using the jetpack except when building stuff which is interrupted by visiting the survival station.
I think, a block which provides wireless charging nearby would be great. I could add it to my base or vehicle to keep me charged while I design and build stuff.
A modest range of 20 m would be enough for it to be useful. But it should be buildable with basic materials and the recipe should be unlocked early in survival.
The prevalence of toilets, showers beds and kitchens with coffee makers implies lots of suitless people wandering around. However, the devs implemented suited engineers and are, clearly, having problems fixing bugs and getting the environment to work properly. Much as I like the concept of naked bodies wandering around, I'd much rather that the devs fix the bugs they've found and the ones we've found.
The prevalence of toilets, showers beds and kitchens with coffee makers implies lots of suitless people wandering around. However, the devs implemented suited engineers and are, clearly, having problems fixing bugs and getting the environment to work properly. Much as I like the concept of naked bodies wandering around, I'd much rather that the devs fix the bugs they've found and the ones we've found.
ok... yeah... small powercell, or able to run around nekid with one item in each hand (one being a disposable battery pack) and the suit automatically opens up when its power hits critical allowing you to step out of it and leave it in a spot on verdure.
then you gotta run around with an entirely seperate survival capability trying to cobble together something to power your suit enough to get it back to a station/ship to recharge.
i like it. and also hate the fact future iterations of the game may require me to leave my suit at the airlock where i could be so eager to jump into an out of presurized zone environment that i forget to pop my suit back on after using a toilet, or shower to drop some rads.
ohh new airlock/decon room idea. thanks guys... more ideas for my ships backlog!
ok... yeah... small powercell, or able to run around nekid with one item in each hand (one being a disposable battery pack) and the suit automatically opens up when its power hits critical allowing you to step out of it and leave it in a spot on verdure.
then you gotta run around with an entirely seperate survival capability trying to cobble together something to power your suit enough to get it back to a station/ship to recharge.
i like it. and also hate the fact future iterations of the game may require me to leave my suit at the airlock where i could be so eager to jump into an out of presurized zone environment that i forget to pop my suit back on after using a toilet, or shower to drop some rads.
ohh new airlock/decon room idea. thanks guys... more ideas for my ships backlog!
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