The basic idea with the sci-fi genera is that if something happens that doesn't actually work that way in real life, it's because there's some technology in place to make it so. Just because right now we can't conceive of a mechanism that would fire a ballistic weapon without any recoil doesn't mean the Starfarer universe doesn't have sets of parallel flux capacitor centrifuges attached to all the guns to make them work like that.
That's the basic idea behind all fiction unfortunately. Everything that appears out of the ordinary needs some sort of explanation explaining why it is that way. Sci-fi just exaggerated that.
And sure, ships are certainly shielded against the kind of EM interference buzzing around in space, but why can't you put something on a missile that makes a different kind? Or just makes the same kind, but makes it 1000x stronger?
Because the only reaction capable of creating that much em interference is likely to just wipe out the ship itself and scorch a nearby planet
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Gameplay is gameplay, and why not consider what could improve it just because it clashes a little with a reality we're already quite distanced from?
The dichotomy between gameplay and realism comprehensiveness is a false one. It's quite possible for something to be quite realistic and still be fun to play or remains functional. The common way of supposrting this view is to make up absurd design decisions and show that some realism just can't be placed in a game. Well of course that can't be implemented in any functional way, you've made it absurd in the first place!
All you need is some explanation as to why something contradicts our basic understanding of the world. It doesn't have to be complete, it merely needs to address it in some capacity.
Wouldn't all the electronics on a starship already be shielded from electromagnetic interference? There's a massive amount of it in space, and even today, almost all modern battle tanks are shielded to protect them from emp attacks.
So you say that, because in reality ships are immune against electromagnetism, in game it should be the same?
You don't have to abandon an idea just because it runs against reality, all you need to do is think of an explanation of why it would work in the setting . Perhaps, you can't protect the electronics portion of the shields due to the nature of it. The ballistic kick back is countered by anti-kinetic thrusters. And the sounds you hear are from the insides of the ship, or perhaps a cheap device that is placed on the ships themselves that transmit vibration frequencies into sound and broadcast them on a certain frequency.
So you say that, despite in reality ships are immune against electromagnetism, in game it should be different?...
I just dont get what you're trying to ask/say/do here
I was just implying that you shouldn't think about that kind of things if you are going to play sci-fi games xD
I should think about that sort of game if I were playing a bad fantasy game
. The general rule of science fiction is that they generally go to much further lengths to explain why something is the way it is in the world.
Suppose I made a game myself. It is a linear crime thriller set in the 1930s with amazing historical detail and adherence to real world physics. In one level while you're giving chase to the main criminal through the streets of London, with every pedestrian you hit, a hooker and some whiskey suddenly appears in your trunk.
If you've noticed something odd about that description congratulations, you're sane! If that odd thing you've noticed was the hooker and whiskey magically appearing in a world that in all counts isn't a magical one and one that sticks to reality as much as relevant, congratulations, you now have Astute Thinking level III *fanfare*!
Suppose that, the whiskey and the hookers in the trunk serve some sort of functional ends, it helps gameplay in other words- somehow. I think it would still egg a lot of people about just what the hell happened that caused those illustrious men and women to appear in the trunk in tandem with the whiskey. There is nothing in the story so far that explains the reaction of hitting pedestrians and professional escorts appearing our of space time, nor from what is traditionally understood of the setting to explain such an occurrence.
EM attacks are obviously something in the game that runs against our common understanding of military software, all I'm asking the devs in my first post is how they plan to address this issue, it's certainly not to change it or signalling that I'm against because it doesn't conform to a strict sense of reality.