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The bug of the door controls getting blown into space cos F does not always trigger, and it uses the power push instead is annoying. I can sidestep that by switching devices so I never have it equiped... but it just gets too anoying with the little bugs and inconsitencies for a no save/ironman like gameplay.
[edit]
Just tried your advice. Entire ship split in half from the explosion. :/
Naah... I've bounced off this game now. With the new ships taking multiple hours, and no real saves, why bother? I don't want to spend all day on the game. The mechanics are getting grinded into the ground and the gameplay sidestepped for addictive and commited mechanics. It's not fun anymore from the Beta that was about getting in quick and getting stuff out, or taking time and completing the job. The large ships don't allow for either, as it's not quick, and it's not possible to do it all, without bugs/saves.
On the one hand I want to be able to strategize in some way to deal with pressure in a safe way. It seems like a competent scrapper in such a futuristic setting would have standard techniques for dealing with the pressurized spaces without the risk of opening doors and risking damage to valuables from loose projectiles. If nothing along these lines is added I think depressurizing areas by opening doors in the way everyone seems to ultimately settle on should be added to the tutorial.
On the other hand explosions and tense operations are cool and occasionally a professional is forced to do things the "wrong" way and just try to manage the risk. I wouldn't mind being forced occasionally to explosively decompress an area.
When both rooms are pressurerized, just cut the door open. The athmospheric generator will depressurerize both rooms now.
Or:
Open the door and use the grapple to yank off the door controls. The athmospheric generator now cant close it anymore.
Or:
Just depressurerize the inside and then open one door at a time. Hold onto a nearby wall with your glove while doing so to avoid being violently thrown around. The air will rush out of the room and usually dont do any substational damage to systems.
Have you actually tried the first option? Because I have, and all of the connecting rooms explosively decompressed. The game isn't coded to handle missing doors. Option 3 is the safest option if you remove all floating objects inside the rooms first.
The slightly simplistic modelling of atmosphere is definitely a bit counterintuitive and led to me blowing out a few compartments with things like that notionally should have worked but don't. Now I mostly do the same option 3, go through collecting any drives that may be destroyed getting bounced around then try to do the decompression sequence in such a way as to avoid floating objects being sucked from high to low pressure rooms, since it's often simply not possible or at least very practical to clear all floating objects until you've opened the ship up.
The main thing for me is I don't want decompression to become too simple, or to loose all tension. But, I also want it to make sense. It might be interesting if atmospheric generators had a certain "capacity" and could only vent a certain volume of air without failing. Or maybe better, if they could vent connected spaces partially (up to their capacity), so you would sometimes be left with a weakly compressed ship which was safer to "pop".
I can only assume that if there is a good reason for the way it works, it is because the atmosphere system is finicky and they don't have a good way to get the game to treat multiple open rooms as one room. In this case my idea won't work either.
At least in larger sections..
The method for a complete decompress is a bit wonky..
I just want a prybar to slowly open doors while they lose air..
Has to be some reason for current method and I hope it is due to early access and a better method is coming...
Sure, this makes atmosphere regulators stop WORKING on any of the attached rooms (or airlocks sometimes) but if you're decompressing the cockpit or a storage room, it's not going to do anything else. I'd rather turn something to scrap than explode the ship to metal chunky salsa.
You could, don't know why I neglected that detail!