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#626
Nashiktal

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nitefyre410 wrote...

TheKillerAngel wrote...

Why is there sound in space? For all of Mass Effect 1's supposed scientific realism which I constantly see being touted by critics of the breathing masks, the very presence of sound in space in this series and its acceptability should pretty much negate any notion that Mass 1 was aiming to be hard sci-fi.

 


because most want to make some high mind arguement out of something were if this was just said

"I just don't like the way it looks"


Nobody  would mind and most have said  that very thing. No problem with those folks.  The issue comes from the Hard -sci-fi crowd that seems to feel that Mass Effect simply can not be taken seriouly as a  Soft Sci-fi in the vein of Star Wars, Star Trek etc, etc,etc.  Because the breathing  mask  destory the immerison in universe where sound happens in space but breathing mask the unrealistic immersion game breaker
 


Hard sci fi can still have fantasy elements, in fact its right there in the name. The difference is frequency, and "level" of conflict. Star wars go so far up the fantasy element it literally has magic in space. Mass Effect takes place in a universe that assums a few laws of physics were discovered to not be nearly as solid as we though they were.

Sound in space is a common forgivable trope because it allows us to be immersed in the action (which ME2 plays with because once shep is actually in space at the beginning of the destruction of normandy we discover there is no sound in space after all) , putting a fellow with nothing but a breather mask in space makes me wonder why the fellow isn't unconcious already.

But thats moot because there are not that many instances of vacuume in ME2, no instead we are inside A FREAKIN BROWN DWARF. Much better.

Modifié par Nashiktal, 01 janvier 2012 - 11:45 .


#627
Iakus

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Vapaä wrote...

I can do that too:

There was sound in space in ME1
There was sound in space in ME2

Shepard could carry 150 invisible objects in ME1
Shepard could only carry his/her visible weapons in ME2


And given the return of workbenches, it looks like we'll be able to carry stuff again in ME3:P

But more seriously, you're bringing a gameplay mechanic to an arguement about appearances?

#628
AlexXIV

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Nashiktal wrote...

Vapaä wrote...

TheKillerAngel wrote...

Why is there sound in space? For all of Mass Effect 1's supposed scientific realism which I constantly see being touted by critics of the breathing masks, the very presence of sound in space in this series and its acceptability should pretty much negate any notion that Mass 1 was aiming to be hard sci-fi.


And also, why does Sovereign FALLS in space ?


The physical force of all that firepower is going to have some sort of kinetic effect. Unless you are referring to when he loses control of saren in which case no idea.

Well the citadel does have some mass. After all Shep can run on the surface.

#629
Nashiktal

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AlexXIV wrote...

Nashiktal wrote...

Vapaä wrote...

TheKillerAngel wrote...

Why is there sound in space? For all of Mass Effect 1's supposed scientific realism which I constantly see being touted by critics of the breathing masks, the very presence of sound in space in this series and its acceptability should pretty much negate any notion that Mass 1 was aiming to be hard sci-fi.


And also, why does Sovereign FALLS in space ?


The physical force of all that firepower is going to have some sort of kinetic effect. Unless you are referring to when he loses control of saren in which case no idea.

Well the citadel does have some mass. After all Shep can run on the surface.


I thought that was from shep having the usual magnetic (or equivilent) boots?

#630
Il Divo

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Lotion Soronnar wrote...

increased tougness is a produce of a requirement. In a team game, you control several people and oyu cna't watch over them all at the same time. There are games where you can die in 1 hit, but you'll notice they are all solo games for a reason. you only have one character.


Nah, that doesn't really fly unless you want me to start pointing out all the various single-player games where this is still contradicted. Hell, if I go cruising around DA:O with only my warden, I can still somehow manage to survive being mauled by a dragon no problem. The point is that if you want to appeal to realism, I can bury us both in a million different examples of how RPGs are unrealistic, from a gameplay and narrative perspective. It doesn't matter whether people constantly change their clothing in real life, because I'm not playing games strictly for reality.

What's really wrong with "regular" clothing? Does everoyne desire to be a super special snoflake so much that they desperately MUST have somethnig super unique? Are your clotehs unique and individual?


No, they're not. But I don't play video games to be me. I play them to be someone else. You're playing the main hero of sci-fi series which involves stopping machine gods from performing galactic genocide. You're about as high as you can go on the super special snowflake scale.

Iconic outfits provide a method for characters to express themselves, in a manner which generic armor cannot allow. Throwing a million different suits of light armor on Liara says nothing about her as a person, because it was chosen by the player and does not take her character design into account at all. Whether we're talking about Thane, Jack, Morrigan, or Canderous Ordo, characters can retain unique identities.

What you are suggesting never works with the inventory system, because Bioware does not design inventory armor with companion characters in mind, but only with the protagonist. A great example is how character models for the different characters change once you alter their inventory. Not every character needs a tattoo, or something similar, to be iconic. What they do need is a character design which suits them and doesn't leave the player thinking "wow, character X looks weird in that outfit".

And how does having such clothes prevent you form ALSO having a few items of clothing that are more unique?You're not making any sense. You are against variety but demand variety....


Go see KotOR to see the problems with your example. Characters had iconic outfits. Their iconic outfits also had an armor class of exactly 0, meaning my character was either iconic or combat effective, never both. Bioware focusing on iconic outfits means that Thane can be combat effective, while retaining his own unique appearance, likewise with the rest of the cast.  

Modifié par Il Divo, 01 janvier 2012 - 11:54 .


#631
Il Divo

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iakus wrote...
And given the return of workbenches, it looks like we'll be able to carry stuff again in ME3:P

But more seriously, you're bringing a gameplay mechanic to an arguement about appearances?


Almost like bringing a knife to a gunfight....Image IPB

#632
Someone With Mass

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Nashiktal wrote...

I thought that was from shep having the usual magnetic (or equivilent) boots?


Yeah, that's probably more like it. Because I doubt any gravity would allow a guy to stand horizontally without moving.

#633
AlexXIV

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Someone With Mass wrote...

Nashiktal wrote...

I thought that was from shep having the usual magnetic (or equivilent) boots?


Yeah, that's probably more like it. Because I doubt any gravity would allow a guy to stand horizontally without moving.

Well the way Shep moves doesn't look like he's got magnetic boots. He runs just like on normal ground. Maybe the surface is magnetic or there is some sort of gravity field around it? Ah what do I know, it doesn't need to make sense at all.

#634
Vapaa

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iakus wrote...

But more seriously, you're bringing a gameplay mechanic to an arguement about appearances?


Yes because its only purpose is to counter the "ME1 is hard sci-fi" argument....but if you don't like it, I have others immersion brekers witch are purely aesthetics; so why all those same prefab bunkers are filled with servers and TBM heads ? :huh:

Modifié par Vapaä, 01 janvier 2012 - 11:57 .


#635
Phaedon

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[quote]Terror_K wrote...
I'm not. Everybody here who is complaining about the breathing masks is on the same page. You don't seem to be, given your comments. Nobody is saying that "breathing masks are unrealistic" as you put it; they're all saying that they are unsuitable given the circumstances.[/quote]
If anything, it would appear that it's you who didn't realize what I was saying.
You don't represent anyone, because as the "magnetism" argument illustrates, not everyone is on the same page. You wish they were on the same page, that's the difference.

Some people claim that it breaks science(!), other that it breaks lore, and others just don't like how they look.
The claims of everyone being on the same page are completely fabricated, and with the obvious motivation to attach you with credibility over another group of people (the mainstream crowd), that you don't have.


[quote]You should know full well that when I am referring to "space" I'm not being quite so literal. That should be immediately evident in the general nature of the comments. When I say "space" I mean in in a more general sense, i.e. exploring alien worlds, moons, stars, quasars, black holes, vacuums, asteroids, etc. I'm referring to the overall nature of space exploration and traveling and what it entails, not merely the most literal "space" as in the void of nowhere between heavenly bodies.[/quote]
First off, you most definitely aren't exploring stars, quarasars and black holes. You are once again using words for dramatic effect.

Secondly, you are not visiting entirely alien worlds. Every single worlds you land on has been detected before, and you know the consistency of its atmosphere. It's not truly alien.

Thirdly, I specifically called you out on using "space" for dramatic effect. What part of you admitting that you used "space" just because it sounds so exotic and ohgoshwhatstheconsistencyoftheatmospherewhatdoidowhatdoido thinks that it remedies that?

You want to establish the pseudofact that the planets that you visited in ME2 were entirely unhospitable, not to mention unpredictable. They were not. They were predictable and to a very great extent, hospitable. In fact, a great percentag of them, have to do with visiting settled bases.


[quote]It's linked. Breathing masks are a symptom of the overall direction ME2 shifted in with the sequel. The masks alone aren't an issue: what the squaddies wear as a whole is. Breathing masks showing up again in ME3 screenshots illustrates that despite many players having issues with them in ME2, the devs haven't really listened and are bringing back impractical outfits again, despite comments that proper armour and helmets were making a return. It just illustrates overall that they continue to not give a damn about the integrity of their own universe and are keeping up this silly "rule of cool" approach.[/quote]
Actually, as I have already demonestrated, and as you completely decided to ignore, there is plenty of space magic in the universe, especially in ME1. ME1 introduces an extremelly softcore universe, with plenty of contradictions to scientific facts. The first thing that we'll have to do, once we have established that, is throw away any claims about "x not being realistic enough" and generally "ban" any buzzwords such as "realistic", "scientific","logical", or whatever word you choose to incorrectly attach to your argument.

The "rule of cool" is an overused trope. I am not sure if you even fully understand it.
The "rule of cool" applies, if not mostly, a lot, in sci-fi, when it comes to contradictions with science. Seeing as ME1 is the one that introduces a universe with Twillight Zonish concepts and whatnot, it is already greatly guilty of that trope. 

The inclusion of explosions, boobs, romances, and generally things that you dislike and make you complain non-stop for two years, do not fall by themselves under the rule of cool.

So, if you are implying that ME2 went ahead and challenged scientific facts (hence the only way it could invoke the rule of cool in this subject),more than you can handle, in comparison to ME1, (hence the "taking a new direction")  I'll ask you to take a big, hard look on Mass Effect 1.

Omni-gel tales, geth lasers, airplanes, it really is a Shepardblur.

Not to mention:
[quote]
Indoctrination,Dragon's Teeth,Species evolution,Thermal Sinks (Also Known as Tactical Nightmares),Mass modification,An element with NO protons,FTL,Mass Relays,Geth Barriers with no projectors (It's funny, because at least the omni-blades make sense)[/quote]

What does ME2 introduce again? Fancy clothing that would be totally okay from a sci-fi comic of the 40s? Oh, yeah, I thought so.


[quote]You've forgotten the chlorine gas already? And some of the other examples of overly hot and cold worlds others have posted in this thread.[/quote]
Yeah, examples, examples. Which ones, exactly?

You already know that pulling the chloride gas is a lost cause. The game actually responds to the toxicity, something that ME1 failed to demonestrate. In fact, I support that the reason that squadmates in ME1 get away with wearing outfits unprotective to not one, but all planets, but simply shrugging it off, with no comment whatsoever, is a clear sign of the excessive rule of cool present throughout ME1.

Funny how that works, hm.

Cynicism and whatnot aside, this is a pretty clear introduction of the universe into the trope. ME1 squadmates don't suddenly scream "OH MY EYES! MY EYES!" because the game considers that it's okay to do so, even if it violates simple logic. It falls perfectly under the definition of the rule of cool.


[quote]Not at all. They can only do so much, because it's realistic that there'd be upper and lower limits to how much your suit can tolerate certain elements once they get to certain extremes. I enjoyed that element and wished they'd actually built upon it for ME2 rather than just thrown it out.[/quote]
It is what?

Realistic?

That planets with corpses nowhere near vehicles (meaning that they survived just fine for quite some time) are realistic?

That cold or heat only get to you after a specific amount of time?

It's unrealistic, and you are simply suspending your disbelief towards it, voluntarily, hence practicing the rule of cool over that unrealistic gameplay mechanic.

[quote]For the record, I believe that there is a place for mainstream games. What I don't feel is that all games should be made for the same, single, overcatered for audience. There's plenty of games out there for the masses, many of which I also enjoy. That doesn't mean Mass Effect should be retooled to suit them instead of being designed for the people it was originally aimed at. Simply put: BioWare shouldn't be changing their nerd games to suit jocks.[/quote]
No, you see, Terror, it's you who says that BioWare has been consistent in making nerd games. If you look at any list of BioWare games ever, you'll see that they change styles all the time. You again claim that the mainstream crowd is overcatered.

Well, deal with it.
They are the main consumers, they have the big money that the folks over at BioWare use to feed pancakes to their children every morning. That "overcatered" crowd is also the one that made Dark Souls and Skyrim a success. 

The only thing consistent here is actually you, in saying that ME1 was a "nerd" game, whereas ME2 was a "jock" game. First of all, let me congratulate you for instilling stereotypes. I honestly don't care if you call yourself a nerd or a geek, but the sheer suggestion that a specific kind of games holds some sort of intellectual power that only fits in only one of those two stereotypized groups is laughable.

ME1 had plenty of explosions, plenty of rule of cool, it was extremely easy, and it certainly didn't require more brain power than ME2 did. 


[quote]Also, there's plenty of proof that RPGs can still be popular and sell well, not least of all the original Dragon Age, the Fallout titles and Skyrim, the latter of which has seen massive success, and it even has a worse inventory than ME1 did. [/quote]
Skyrim has a very interesting system for an inventory. For the sake of whatever is holy, please stop comparing its inventory to that of ME1. No game should be compared to ME1 in terms of inventory management. 

Profit for DA:O, FO and the TES games didn't originate from a niche market. Otherwise, they wouldn't sell well. They sold to the mainstream market, and the fact that  you can hold a conversation about them with even a casual gamer (especially Oblivion/Skyrim and FO:NV/3) is a testament to that.

Just because every single RPG you see must be a "nerde game" simply because it falls under that genre, is purely illogical, because the people who purchased them fall under the definition of a mainstream gamer. Everyone knows that Skyrim is a "hot" game. 

To make matters worse, you go ahead and act as if it requires any brain power to manage an inventory. You just lose brain cells in the process. It doesn't take any kind of skill to put yourself through that.

[quote]This has already since been covered by another poster. Exposed skin in their environment could still be dangerous to them and decontamination isn't going to guarrantee that if they're showing skin and sweating, producing emo tears, were to get cut, etc. like Jack is very likely to do. That's why in Ascension the humans boarding the fleet needed to not only wait for a decontamination team, but all had to wear sealed suits with helmets before boarding too. Suddenly in ME2 that's no longer the case and a quick spray is fine. Bringing anybody beyond Tali, Garrus and Legion to the fleet just makes a mockery of Drew's novel and the lines from Tali before docking.[/quote]
And I have already answered to that post.
I still can't come close to understanding why you thought that human germs are an actual danger to quarians, more than any foreign material, at least.

[quote]
Suddenly in ME2 that's no longer the case and a quick spray is fine. [/quote]
I assume that you are aware of how the process works or did "quick spray" sound like big enough a derogatory term to use at the time?

[quote]They didn't have them in ME1 for starters, since that was an explanation in ME2 for the regenerating health, where it also stated it as being small pockets of medigel in armour that detected the wearer's health and distributed it as needed. The point isn't so much the delivery method as to where the gel is actually being stored. Granted most squaddies here would in theory be fine, despite the system being attributed to armour, but once again Jack is the biggest concern here.[/quote]
As that "other poster" has explained, it doesn't matter where it's stored. You don't know how big the packets of medi-gel are (in fact, you should, because Retribution specifically says that a very small amount could lead to overdose) or where the tubes are located.

I hate to break it to you, but if you don't accept this explanation, then the power "Unity", first introduced in ME1, becomes another element of space magic.

[quote]While this has also been covered by another poster,[/quote]
No, it has not. You just didn't read his post carefully enough.
He specifically talks about off-screen refueling of breathable air, while you are debating on on-screen refueling.

[quote]I believe Tali breathes the same air most of the time, but it is merely filtered via her mask and suit. She cleans the existing air around her rather than having a whole new supply. Beyond that, as otherwise stated, it could happen off-screen and small tanks of filter air could be outfitted.[/quote]
I see, so Tali's mask can now be used as a filter? I hate to wonder, does that happen because it covers all the face? Because it would seem as if there is a problem with masks that cover only part of the face. Apparently, they are very similar to "bubbles of breathable air".

Small tanks? May I ask where those are located? I didn't see any bulks on her outfit. Maybe they are located in her hips? Or her rear?

Double standards.

[quote]I'm not exactly sure, because I don't believe it's been stated outright. I also have no idea how big that would have to be, and considering they're synthetic lifeforms it could be any part of them.

They do have flashlight heads though... just saying.[/quote]
Well, that's fascinating, because I recall some annoying barriers on Noveria blocking my way, even after I had killed all the geth. And they seemed to still light up.

Sure, it's still the rule of cool, but it's ME1, so it's okay.

[quote]Anything you sweat out for one.[/quote]
Have you experienced a situation where sweat was literally dripping from non-facial parts of the body and being left behind on ships? I haven't.

[quote]Space (again, not the most literal use of the term) is filled with various radiations. In fact, there's radiation in the more literal definition of space too. Too close to a sun, there's radiation. If you come across a natural source of eezo, there's a good chance of radiation too. Whether it was referenced directly on a planet in ME1 or not, it's out there. It was never a hazard directly because the suits dealt with it.[/quote]
By, "in ME1?" I was asking you for a source, just so that you know. Not your personal theory.

[quote]And how were ME1 hardsuits terrible survival suits exactly? They protected against extreme temperatures, radiation, toxins, pressure, etc. Some nipple straps and a breathing mask don't do that.[/quote]
A suit that doesn't protect you for more than ten seconds is NOT, under any definition a real survival suit, as it fails to accomplish its most basic goal.

You know, being built to actually help you survive.

[quote]When people have a job to do in real life, they are realistically equipped for it. That was the case in ME1, but not the case in ME2. The only reason it wasn't so obvious was because by a sheer amount of luck there were only a few places we went in ME2 that actually represented what planets are realistically like out there, since most ME2 worlds were class M locations. But despite this, most of the crew weren't prepared for anything else realistically, and these are supposed to be a squad formed to deal with these types of things. If the Collector base on the suicide mission at the end had been in a vaccuum, been too hot or cold, given off radiation or strong toxins and gasses, Shepard would have lost then and there because his/her team would have been unprepared. It's like preparing for a mission to the moon and having Neil Armstrong, Buzz Aldrin and co. but they've all boarded the rocket/shuttle with shorts and t-shirts.[/quote]
Luck? Okay. I suppose that you would feel better if there were a dozen more locations which you couldn't visit because they weren't worth the risk?

Every single location that you visited, and yes, that includes the CB, was not entirely uncharted or unknown. You fully knew what kind of atmosphere you were to be dealing with. In fact, the CB is a particularly bad example, since it is inaccessible by any kind of vehicle and you can't exactly run back to the Normandy once the hazard has kicked in. Not in 10 seconds anyway.

In fact, a good example of this, is the one that you just dismissed after misusing it. Firefighters.
A firefighter, despite his or her function would not deal with the fire in a nuclear energy station without the proper equipment. I'd wager that most fire depts, due to their decentralized nature, do not have that kind of equipment.

It has nothing to do with luck. Just people with the common sense to restrain themselves with interacting with hazards they are not equipped properly against.


[quote]Which is kind of my point. They were never prepared for it realistically, and when they did visit the few worlds with serious environmental hazards (which despite your claims did exist, albeit rare) it was treated like breathing masks and exposed skin was fine.
[/quote]
Nope. That was Mass Effect 1. Not Mass Effect 2.

In Mass Effect 2, the two planets with actual enviromental hazards had direct effects on how your squad reacted.


[quote]scyphozoa wrote...

The breathing masks are absurd for a couple of reasons. They aren't remotely realistic, I am willing to bend physics a little in a sci-fi game, but at no time in any amount of science fiction can organic tissue be exposed to the vacuum of space, thats just a basic principle of all space.[/quote]
When did anyone, ever get exposed to vacuum?

Modifié par Phaedon, 02 janvier 2012 - 12:03 .


#636
nitefyre410

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Nashiktal wrote...

nitefyre410 wrote...

TheKillerAngel wrote...

Why is there sound in space? For all of Mass Effect 1's supposed scientific realism which I constantly see being touted by critics of the breathing masks, the very presence of sound in space in this series and its acceptability should pretty much negate any notion that Mass 1 was aiming to be hard sci-fi.

 


because most want to make some high mind arguement out of something were if this was just said

"I just don't like the way it looks"


Nobody  would mind and most have said  that very thing. No problem with those folks.  The issue comes from the Hard -sci-fi crowd that seems to feel that Mass Effect simply can not be taken seriouly as a  Soft Sci-fi in the vein of Star Wars, Star Trek etc, etc,etc.  Because the breathing  mask  destory the immerison in universe where sound happens in space but breathing mask the unrealistic immersion game breaker
 


Hard sci fi can still have fantasy elements, in fact its right there in the name. The difference is frequency, and "level" of conflict. Star wars go so far up the fantasy element it literally has magic in space. Mass Effect takes place in a universe that assums a few laws of physics were discovered to not be nearly as solid as we though they were.

Sound in space is a common forgivable trope because it allows us to be immersed in the action (which ME2 plays with because once shep is actually in space at the beginning of the destruction of normandy we discover there is no sound in space after all) , putting a fellow with nothing but a breather mask in space makes me wonder why the fellow isn't unconcious already.

But thats moot because there are not that many instances of vacuume in ME2, no instead we are inside A FREAKIN BROWN DWARF. Much better.




you know I tried to delete and purged that fact because dispite the face that said person blood would freeze nigh instantely in vaccum... yeah Brown Dwarf...one of  the most hostly  enivorments you can think off but I keep going  back to the 4 billion dollar credit man back from the dead after planet fall.  

So when I stack it all up that a man back from the literal dead... I think making planet fall is something that for anyone other superman or an analoge  is a Deader than Dead.. death and he back and kicking with next ten minutes.  

In light of that and now we have this Breathe  Masking ...I can but laugh at it all and just  **** it..its broken  why does it matter  anymore.


Kinda like trying to stop a bomb after it explodes.

#637
Phaedon

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Nashiktal wrote...
Indeed at the end of the reaper derelict mission when its mass effect field is disabled to allow you to get to your own ship. You jump (in my case I had jack, which really was jarring) straight through the brown dwarfs atmosphere to your ship. Which raises all sorts of questions, one of which is how you are able to make such a smooth jump.

I was hoping you'd actually raise those questions.

What stops Shepard from jumping anyway? Doesn't the dwarf's atmosphere have higher pressure than Normandy's airlock? If anything, the air should be rushing in.

#638
Someone With Mass

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Phaedon wrote...

Yeah, examples, examples. Which ones, exactly?

You already know that pulling the chloride gas is a lost cause. The game actually responds to the toxicity, something that ME1 failed to demonestrate. In fact, I support that the reason that squadmates in ME1 get away with wearing outfits unprotective to not one, but all planets, but simply shrugging it off, with no comment whatsoever, is a clear sign of the excessive rule of cool present throughout ME1.


Actually, most of the squadmates are complaining about the cold on Noveria.

#639
Guest_Calinstel_*

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Phaedon wrote...

Nashiktal wrote...
Indeed at the end of the reaper derelict mission when its mass effect field is disabled to allow you to get to your own ship. You jump (in my case I had jack, which really was jarring) straight through the brown dwarfs atmosphere to your ship. Which raises all sorts of questions, one of which is how you are able to make such a smooth jump.

I was hoping you'd actually raise those questions.

What stops Shepard from jumping anyway? Doesn't the dwarf's atmosphere have higher pressure than Normandy's airlock? If anything, the air should be rushing in.

Does this not require knowledge of the Reaper's and Normandy's altitude?  At high enough altitude, the pressures could be greater, lesser or about equal.  Personally, I don't have that answer, and unless you do, there can be no definite answer.

However, the Normandy did crash on the outer skin of the Collector base.  It may have been within the eezo field of the CB but it was in vacuum.

Modifié par Calinstel, 02 janvier 2012 - 12:31 .


#640
Alex_SM

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The clothing issue would be like the easiest thing to fix.

Instead of giving gazillions of random combinations, or unique clothes, they could just use an "unique style" and give every character a set of outfits for different situations, all of them following the style of the character.

That would fix the lore and plausibility problems (if done right), and would still keep a unique feeling for every character. And I bet it doesn't get more than a few hours of modeling and texturing.

#641
Nashiktal

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Phaedon wrote...

Nashiktal wrote...
Indeed at the end of the reaper derelict mission when its mass effect field is disabled to allow you to get to your own ship. You jump (in my case I had jack, which really was jarring) straight through the brown dwarfs atmosphere to your ship. Which raises all sorts of questions, one of which is how you are able to make such a smooth jump.

I was hoping you'd actually raise those questions.

What stops Shepard from jumping anyway? Doesn't the dwarf's atmosphere have higher pressure than Normandy's airlock? If anything, the air should be rushing in.


Not stopped from jumping, but with all that swirling gas I would actually suspect shep and his crew to be swept after launch (assuming they have those magnetic or similar boots) and if not lost to the star itslf at least not a direct jump toward the airlock. Even with pressure differences (which doesn't change much since the airlock already let loose its atmosphere once opened) the sheer amount of... Well everything (pressure, swirling gas, extremes of temperature) should have done something to their trajectory (or their bodies in example of exposure)

I mean even the normandy itself was having trouble staying on course with the reaper before it even lost its ME field and started plummeting into the center of the star.

#642
Phaedon

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Someone With Mass wrote...
Actually, most of the squadmates are complaining about the cold on Noveria.

I was referring to the hazards themselves, and their effects. Not the banter about the location.

In Feros, for example, they are all noting how hard the colony got hit.

Nashiktal wrote...
Not stopped from jumping, but with all that swirling gas I would actually suspect shep and his crew to be swept after launch (assuming they have those magnetic or similar boots) and if not lost to the star itslf at least not a direct jump toward the airlock. Even with pressure differences (which doesn't change much since the airlock already let loose its atmosphere once opened) the sheer amount of... Well everything (pressure, swirling gas, extremes of temperature) should have done something to their trajectory (or their bodies in example of exposure)

I mean even the normandy itself was having trouble staying on course with the reaper before it even lost its ME field and started plummeting into the center of the star.

The magnetic boots are something that Lotion just came up with because he doesn't understand artifical gravity. He actually thinks that Collectors wouldn't be "flushed out", should the airlock open, because of "magnetism".

Your points are good, though.

Modifié par Phaedon, 02 janvier 2012 - 12:35 .


#643
Nashiktal

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Phaedon wrote...

Someone With Mass wrote...
Actually, most of the squadmates are complaining about the cold on Noveria.

I was referring to the hazards themselves, and their effects. Not the banter about the location.

In Feros, for example, they are all noting how hard the colony got hit.

Nashiktal wrote...
Not stopped from jumping, but with all that swirling gas I would actually suspect shep and his crew to be swept after launch (assuming they have those magnetic or similar boots) and if not lost to the star itslf at least not a direct jump toward the airlock. Even with pressure differences (which doesn't change much since the airlock already let loose its atmosphere once opened) the sheer amount of... Well everything (pressure, swirling gas, extremes of temperature) should have done something to their trajectory (or their bodies in example of exposure)

I mean even the normandy itself was having trouble staying on course with the reaper before it even lost its ME field and started plummeting into the center of the star.

The magnetic boots are something that Lotion just came up with because he doesn't understand artifical gravity. He actually thinks that Collectors wouldn't be "flushed out", should the airlock open, because of "magnetism".

Your points are good, though.



I have no idea about anything lotion said, but I was actually going off of ME1. Shep seemed to have used some sort of adhesive property in his/her boots during the battle of the citadel, or at least the scene seemed to indicate that.

Edit: Wait there is a magnetism discusson? I need to read more of this thread.

Modifié par Nashiktal, 02 janvier 2012 - 12:50 .


#644
Phaedon

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Nashiktal wrote...
I have no idea about anything lotion said, but I was actually going off of ME1. Shep seemed to have used some sort of adhesive property in his/her boots during the battle of the citadel, or at least the scene seemed to indicate that.

Seeing as s/he could jump around, a strong adhesive (strong enough to hold Shep from a 90 angle)  is probably off.

Anyway, the arms of the Citadel have closed before that scene, therefore, you transit from the artificial gravity system of the elevator, to that of one of the arms. After all, it'd be illogical for the arms to close and you still experiencing the same effect of gravity.

#645
Nezzer

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Breather masks are wrong because they break lore and for pointless reasons. Same with the lack of oxygen tubes in the back of Shepard's helmet in ME2. Remember that the main cause of Shep's death was the oxygen leak from those tubes. The guy who came up with the breather masks simply gave the finger to the guy that made the codex.

#646
Nashiktal

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Phaedon wrote...

Nashiktal wrote...
I have no idea about anything lotion said, but I was actually going off of ME1. Shep seemed to have used some sort of adhesive property in his/her boots during the battle of the citadel, or at least the scene seemed to indicate that.

Seeing as s/he could jump around, a strong adhesive (strong enough to hold Shep from a 90 angle)  is probably off.

Anyway, the arms of the Citadel have closed before that scene, therefore, you transit from the artificial gravity system of the elevator, to that of one of the arms. After all, it'd be illogical for the arms to close and you still experiencing the same effect of gravity.


Artificial gravity doesn't work for the arms though, as all the enemies you defeat right after float toward the sky. It is also demonstrated by the glass from the elevator you shoot out that there is no artificial gravity on the arms.

That was why I assumed some sort of adhesive property with the boots.

#647
seirhart

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Nashiktal wrote...

Phaedon wrote...

Nashiktal wrote...
Indeed at the end of the reaper derelict mission when its mass effect field is disabled to allow you to get to your own ship. You jump (in my case I had jack, which really was jarring) straight through the brown dwarfs atmosphere to your ship. Which raises all sorts of questions, one of which is how you are able to make such a smooth jump.

I was hoping you'd actually raise those questions.

What stops Shepard from jumping anyway? Doesn't the dwarf's atmosphere have higher pressure than Normandy's airlock? If anything, the air should be rushing in.


Not stopped from jumping, but with all that swirling gas I would actually suspect shep and his crew to be swept after launch (assuming they have those magnetic or similar boots) and if not lost to the star itslf at least not a direct jump toward the airlock. Even with pressure differences (which doesn't change much since the airlock already let loose its atmosphere once opened) the sheer amount of... Well everything (pressure, swirling gas, extremes of temperature) should have done something to their trajectory (or their bodies in example of exposure)

I mean even the normandy itself was having trouble staying on course with the reaper before it even lost its ME field and started plummeting into the center of the star.



I just thought of something here and I know it may be a stretch here but could the mass effect field of the normandy which is sorta close to the reaper and the failing mass effect field of the reaper make the area calm to allow the jumping across?

#648
Ryzaki

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Someone With Mass wrote...

Phaedon wrote...

Yeah, examples, examples. Which ones, exactly?

You already know that pulling the chloride gas is a lost cause. The game actually responds to the toxicity, something that ME1 failed to demonestrate. In fact, I support that the reason that squadmates in ME1 get away with wearing outfits unprotective to not one, but all planets, but simply shrugging it off, with no comment whatsoever, is a clear sign of the excessive rule of cool present throughout ME1.


Actually, most of the squadmates are complaining about the cold on Noveria.


Yup. Garrus has a "I have told you that turians don't like the cold right Shepard?' comment. :lol:

#649
Nashiktal

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seirhart wrote...

Nashiktal wrote...

Phaedon wrote...

Nashiktal wrote...
Indeed at the end of the reaper derelict mission when its mass effect field is disabled to allow you to get to your own ship. You jump (in my case I had jack, which really was jarring) straight through the brown dwarfs atmosphere to your ship. Which raises all sorts of questions, one of which is how you are able to make such a smooth jump.

I was hoping you'd actually raise those questions.

What stops Shepard from jumping anyway? Doesn't the dwarf's atmosphere have higher pressure than Normandy's airlock? If anything, the air should be rushing in.


Not stopped from jumping, but with all that swirling gas I would actually suspect shep and his crew to be swept after launch (assuming they have those magnetic or similar boots) and if not lost to the star itslf at least not a direct jump toward the airlock. Even with pressure differences (which doesn't change much since the airlock already let loose its atmosphere once opened) the sheer amount of... Well everything (pressure, swirling gas, extremes of temperature) should have done something to their trajectory (or their bodies in example of exposure)

I mean even the normandy itself was having trouble staying on course with the reaper before it even lost its ME field and started plummeting into the center of the star.



I just thought of something here and I know it may be a stretch here but could the mass effect field of the normandy which is sorta close to the reaper and the failing mass effect field of the reaper make the area calm to allow the jumping across?


I don't know. As I mentioned before even the normandy was having trouble staying steady in the star, that could be used as a servicable explanation though. Better than nothing as they say.

#650
Phaedon

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Nashiktal wrote...
Artificial gravity doesn't work for the arms though, as all the enemies you defeat right after float toward the sky. It is also demonstrated by the glass from the elevator you shoot out that there is no artificial gravity on the arms.

That was why I assumed some sort of adhesive property with the boots.

Except that that would require adhesive properties to the boots of every single citizen living in the Wards, and the geth, who have no reason to just float (their feet still touch the ground). The idea of magnetism is retarded for obvious reasons (any magnet instantly falling to the ground, for one)

The possibility of limited artificial gravity is probable, since, should there be vacuum in the center of the closed Citadel, everyone, no matter magnetism, or adhesive plot device substance, would immediately fly there. Not to mention that the breathable air couldn't just vanish into thin air.

The effect of the artificial gravity changing and becoming more limited, actually makes some sense, not only does it explain the way the dead enemies are lifted (the power of enough projectiles should detach them from the ground), and the atmosphere would not be dense enough to breathe.