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That it is illegal to import walnuts on to the planet Amarr Prime?

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Author Topic: Licensed to Carry - or Not?  (Read 5770 times)

Bureeiku

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Re: Licensed to Carry - or Not?
« Reply #30 on: 29 Mar 2011, 09:34 »

4). When you're part of the criminal element, you make a lot of enemies, and you walk through a lot of bad neighborhoods in stations. You can't just stay in your pod forever, eventually you have to be present in a meeting or some such. To be honest, I can't think why anyone in a similar situation would step onto the dock without some kind of sidearm.

I could see a sufficiently paranoid podder refusing to leave his capsule of immortality, instead sending some sort of emmisary to meetings, perhaps some guy in formal robes carrying a holoprojector through which the capsuleer could be present and speak. Depending on your views regarding the permanence of death outside the pod, it simply seems like a risk not worth taking.

[derail] Does your pod come with an extra set of jacks for romantic interludes, or is such a fluid exchange beneath you?  I suppose any act could be done holo-style, if there are sensors that deliver some sort of feedback... [/derail]

As for guns, why would any capsuleer risk immortality in the presence of a weapon that could take it from them?  I like to imagine that in a location with sufficient infrastructure, like a station, you would have live wireless uplink continually backing up your brain so that at most you would lose a few memories (training) if killed out of pod. 

Otherwise I think you have to seriously come up with a reason for an immortal to 'descend' to mortality.  Though I hear some New Eden bars have amazing martinis...  :P
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Casiella

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Re: Licensed to Carry - or Not?
« Reply #31 on: 29 Mar 2011, 09:38 »

Hmm, some folks may find the chronicle "Jita 4-4" instructive here. :)
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Bureeiku

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Re: Licensed to Carry - or Not?
« Reply #32 on: 29 Mar 2011, 12:52 »

Thanks, I'd forgotten what a good read that one is, along with the vitally important C3 concept.  So in other words, there is no saving your present mind (nix my wi-fi idea), so just take along a few important skills/memories when out of pod and keep a really good backup brain?

I think they needed something like this (C3 and the backed-up clone) to make Dust work.  I don't know how else you'd integrate a reviving FPS character (they never die, right?) into the EVE universe.
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DrizzCat

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Re: Licensed to Carry - or Not?
« Reply #33 on: 29 Mar 2011, 13:49 »

Their Armor may have the required equipment to Flash and Transmit their brains just before death.  Add to this the fact that becasue it's required to have comm systems active to preform this that Comms will never be jamemd on the field.  No one wants to die if it can be avoided, and no one wants to be the dumb bugger that ordered a jammer put into place and be the only one darwin selects to remove from the gene pool. 

But we won't know aything for certian till we get closer to release.
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Senn Typhos

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Re: Licensed to Carry - or Not?
« Reply #34 on: 29 Mar 2011, 18:52 »

4). When you're part of the criminal element, you make a lot of enemies, and you walk through a lot of bad neighborhoods in stations. You can't just stay in your pod forever, eventually you have to be present in a meeting or some such. To be honest, I can't think why anyone in a similar situation would step onto the dock without some kind of sidearm.

I could see a sufficiently paranoid podder refusing to leave his capsule of immortality, instead sending some sort of emmisary to meetings, perhaps some guy in formal robes carrying a holoprojector through which the capsuleer could be present and speak. Depending on your views regarding the permanence of death outside the pod, it simply seems like a risk not worth taking.

Okay, correction. When you're as busy as Senn, you have to leave your pod eventually. >>
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An important reminder for Placid RPers

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Casiella

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Re: Licensed to Carry - or Not?
« Reply #35 on: 29 Mar 2011, 19:04 »

Yes, as Bureeiku noted in his derail. :twisted:
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