Death by suit

Deon Beauchamp shared this feedback 40 days ago
Not Enough Votes

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 ?

Replies (9)

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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.

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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.

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4

This is inventive, so I can be inventive too. Systems are generally designed to keep you alive rather than kill you when they fail. Many life critical systems build in a fail safe for power loss, your suit would do the same. Pressure differential detection can be achieved with passive mechanical devices. Suit locking mechanisms can be made to have spring loaded locking mechanisms, no power required. The suit can go into a stabilised standing eject mode just before shutdown allowing the engineer to eject from the suit without injury.

That said, when the death of your engineer has little or no cost, it is easy to be complacent and indifferent to such a temporary loss. Players of such mind would quickly change their point of view if there was a significant cost to the death of their engineer. Play styles would change, immersion would increase and dangerous situations would become nail biting, in all a better game.

And lastly, a little light tanning exposure can do wonders for the health, in the correct biome of course. I look forward to the sun lounger mod.

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Taking the suit off would be a welcome addition, but barring that eventual possibility, at least make earth like planets survivable without a powered suit.

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That's a brain dead suit engineering then. Now let's be honest and agree that dying by suit is perfectly dumb as hell and should be patched. We need an interesting gameplay mechanic emerging from bad energy management, and the bare minimum would be to change the life drain for a more believable jetpack and temperature control switch off.

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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.

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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.)

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An army of me.

What rule is there to prevent multiple copies of the same engineer existing all at the same time ?

There is no cost for a replacement engineer, why should there be a cost for a whole army of engineer clones ?

What is the mechanism for character uniqueness ?

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Good question.

But perhaps a irrelevant one...

Clones are identical at the moment of birth, but after that, each one is unique, with its own unique history, unique experiences, and knowledge—and thus a unique memory.

We’ve already gotten used to this in video games—hundreds of thousands of players in thousands of games have lived through the same stories as the same characters, with the same name and the same body. But each player experienced the story “in their own way.”

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I would agree, in other games your comment would be quite fair.

I think that SE is different, the SE game world lets the player have technology that can be ordered in many ways.

Included within that technology are the re-spawn blocks, these are not a save points but are locations that you can choose to have your engineers body re-made at.

How the body is re-made is not stated and defers back to game magic and as a game mechanic, but by associating re-spawn with a medical block, the assumption becomes that the medical block is making the re-spawn happen, this may have been a mistake or it could have been intentional, either way this is how SE is and at least how I view the re-spawn process.


Re-spawn is definitely a SE world technology and not just a game mechanic, your engineer will reclaim ownership over your previous engineers property, the engineers grids, the content of the dead bodies backpack and sometimes in view of the dead body


All said, the re-spawn is a process that is incomplete in terms of how SE technology functions within the SE world and as yet it remains a mystery.

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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.

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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 ?)

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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.

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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.

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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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Changing room inside of the airlock, good idea. ;)

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