update from sparkleup

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Madison Scott-Clary 2022-03-16 20:05:17 -07:00
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<p>&ldquo;That answers part of my question,&rdquo; Tycho said. &ldquo;As I was wondering how the system dealt with the transfer of force at higher relative skews. Can this be bypassed, though?&rdquo;</p>
<p>Iska tilted their head again, further this time. &ldquo;Why would one, scientist Tycho Brahe?&rdquo;</p>
<p>&ldquo;Well, we can turn our sensoria&rsquo;s sensitivity up and down on an individual level, and we can increase or decrease collision sensitivity on a sim level. Like, in public sims, collision sensitivity will be conservative so that you can&rsquo;t bump someone too hard. I was wondering if there are similar mechanics on Artemis. Are there sims where that restriction on touch at high relative skew is relaxed?&rdquo;</p>
<p>The secondracer&rsquo;s expression was what Tycho could only describe as startled. &ldquo;That could lead to physical damage to one or both objects involved in the interaction.&rdquo;</p>
<p>The secondracer&rsquo;s expression was what Tycho could only describe as shocked. &ldquo;That could lead to physical damage to one or both objects involved in the interaction.&rdquo;</p>
<p>He frowned. &ldquo;Of course, that makes sense. I only ask because that functionality is available to us.&rdquo;</p>
<p>For the first time in the conversation, Artante spoke up. &ldquo;This is veering into the territory designated for those aboard Artemis, but I will try to keep it grounded in the science and mechanics of our differences. Scientist Tycho Brahe, are there situations within your system that one might wish to cause physical damage to another?&rdquo;</p>
<p>True Name stiffened in her seat, but before she could reply, Tycho said, &ldquo;Sure. There are combat sims and some forms of participatory art where risk of damage is considered part of of the experience.&rdquo;</p>