Just like the crew of the Rocinante did in The Expanse, knowing they'd get shot up. No fires, no concussion blasts from explosions, no worries about loss of oxygen.I'll be flying my ship around vented to space all the time. No air, no fire, Invulnerable Aurora!
As fas as I know SC ship doen't have and AI, but a "simple" assistance computer, that mean not automatical decision on the ship size.I was thinking folks... game play has to be fun, even in simulators. Problem is I am not sure how "fun" his example would be? It is a big gamble for devoting tech. money, and time to it. There are many games that had bad play mechanics ideas, and I applaud them for the creativity, but to me it sounds like more work than is necessary.
I don't know what the right answer is, but I do not think this is it. First this game is in the setting of the future... today we have fire suppression system and the people in the early 1900s would not be even able to imagine. I would expect... since the game has space ships, the AI for the ship could handle most of it with some minimal tasks for players to perform (probably at a terminal deploying the nanites or something).
I always figured most of the teams were working on Squadron 42 assets and given their not wanting to spoil it is why so much work doesn't seem to be showing up in the PU releases. But its great to see Chris talk about it.As a point of data these teams can be anywhere from 4 people to over 20 people and of the 58 teams only 11 are exclusively dedicated to Squadron 42 and 12 for Star Citizen and the rest are shared (things like graphics, engine, actor, vehicle, AI, VFX, sound and so on), although a lot of the priorities for things like actor, vehicle and AI are driven by what Squadron needs.