Being sucked into space
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Cpt Earb
- Posts: 25
- Joined: Mon Sep 24, 2012 11:47 am
Re: Being sucked into space
They should invent more viable women on board to suck it out.
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keturn
- Posts: 3
- Joined: Mon Sep 17, 2012 1:24 am
Re: Being sucked into space
Maybe it was space madness, but I swear I *did* see a mantis get sucked out the airlock once. Slug watched it go *outside the ship* after the aft airlock was opened, around the side of the ship, and then somehow, through the hull to rejoin his buddy in chewing on the engine couplings.
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Agent_L
- Posts: 206
- Joined: Wed Sep 26, 2012 7:47 pm
Re: Being sucked into space
Red-Tail has airlocks directly in shields and weapons, not even mentioning 8 other airlocks. Sucking to space would make this ship simply not boardable.
BTW, what about Red-Tail's and Nisos 4 airlock hallway? Symmetrical openings on both sides of an attacker should give 0 net force.
BTW, what about Red-Tail's and Nisos 4 airlock hallway? Symmetrical openings on both sides of an attacker should give 0 net force.
CIA maps of Portugal Please God, don't let Portugal to go to war with USA!
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Disc10
- Posts: 37
- Joined: Mon Sep 24, 2012 10:11 am
Re: Being sucked into space
Well this is the crux of the problem isn't it? Hollywood science, whilst nonsense most of the time, is cooler. It just is, that's the point. It makes for much more interesting storytelling, which I personally think is what this game is about. However, I imagine a large draw for many people is the nitty gritty nature of ship management. Maybe these people don't want that kind of storytelling experience.Doom Lich wrote:Why not just maintain the realistic approach rather than changing to line up with Hollywood science?
At the end of the day it's up to the devs what kind of style they want to go for in the end. I imagine they'll want to go with a more realistic approach, which I find a shame personally but I totally understand why.
Any hope I have for this would be in a mod, but again I don't know how feasible that is.