Did you not read what I wrote.. Let me quote it a third time and bold just to make it clearangelocire wrote:There is an edge case there, because your definition of "no chance they could be hurt" relies on the assumption the player won't make a mistake, or have a lapse in judgement, which is the same false assumption an AI could make. Panic and frustration and even adrenaline can cause a player to want to speed things up... if, like in my example, they were to make an error in judgement and in their haste move a man through a low-oxygen area, then they would have to reap the consequences of those actions, as where an insta-heal AI would likely see the man no longer taking damage, in a fully-oxygenated room, and call it as safe.I've said MANY times that any sort of automation occurs when the ship is out of danger. When there isn't any sort of tension/time limit. To be VERY clear, there is NO chance that your SHIP or CREW could be hurt/die/be destroyed.
Also, it is not a "fact" that there are no decisions post-battle. Any action is a decision, so of course what you really mean is "there are no meaningful decisions", which is still subjective.
I'm not saying it shouldn't be an OPTION, but what people have been railing against is that you've been extremely dismissive of their prefferred style of gameplay, essentially telling them that they're too dumb to realize it's not actually gameplay at all.
Everyone continues to bring up scenarios where crew CAN get hurt/killed. These are NOT the scenarios I'm talking about.I've said MANY times that any sort of automation occurs when the ship is out of danger. When there isn't any sort of tension/time limit. To be VERY clear, there is NO chance that your SHIP or CREW could be hurt/die/be destroyed.
Post battle/event, in a safe area, As long as there is a designated repairman, no breaches/vented rooms/dmgd O2 generator, but other damaged/stunned components/hurt crew,there isn't gameplay. There are no decisions, it's just clicking/work and waiting for the game to process.