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Ah well, just chalk it up to video gameyness.
I don't think you paid attention to what he said, the weapons are not real, they are holograms that can only be seen with special goggles. The avatars are made of REAL matter, that is super lightweight and fragile. Every avatar weights about 5-10 Kgs.
It's fine if there's no real explanation as the game is fun, was just hoping there was a logical explanation.
Isn't the logical explanation that the avatar itself is the emitter? Anyway if you're asking how avatars themselves work and are made, of course there's not much of an explanation.
Avatars are not "affected" by the projectiles, they just get their HP reduced. Them getting pushed back could be just a signal that the holograms give them when they come into contact.
Instant Matter is pretty much generated on-the-spot, in the environment, by systems within the environment. Avatars are made of Instant Matter, as are, presumably, a number of elements within the actual world of CrossWorlds.
VRPs aren't really holograms, but projectiles generated within the system or software of CrossWorlds, and that's why it requires goggles to see them. It's basically like an augmented reality mixed in with CrossWorlds' system of a half-real video game. A lot of elements within the world of CrossWorlds are visible only to the players/avatars, unless a real person is wearing a system to allow them to see them (example: instanced treasure chests).
Items and characters/players, even real-world objects, like people and vessels, are teleported into a higher-dimensional system, discovered by scientists some time ago, then able to move to another pre-established teleporter system, making movement across vast distances basically instant (however, to my understanding warp or FTL technology otherwise does not exist in the universe of CrossCode). Additionally, with quantum teleportation and communication, the Cross Gear can communicate both with the player, the system and their avatar (literally across worlds, star systems, etc) basically instantly, so there's no lag.
That was my bad, I didn't explain this part well enough. When I said "virtual," it was a different meaning of the word, referring to an object which is strictly and only computer-generated, as opposed to a component of "virtual reality" that takes some form of solid object that can be interacted with. This thread has made me realize that, within the game they frequently do the same thing. Maybe with the exception of one point at the beginning where Sergey says, "it is not virtual, it is real." So just keep in mind that "virtual" has a few different meanings which are all similar, but for our purposes have distinct differences. "Augmented reality" is probably the best descriptor for all seeker weapons, their arts, etc. It's a convenient way to explain why you can't hurt people, instead of like, Legend of Zelda, where you can swing at NPC villagers all day (except chickens because they are evil) and not hurt them with your sword because..... reasons?
Crossworlds is a remote-controlled AR game. Much like Isotopium but with AR, and supposedly without network latency in spite of the distance. (And with your mind as the controller)