About: Emission shelters (Maps)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The player will have to find an Emission shelter if an emission occurs. Emissions are one of the hazards that the player has to contend with in the Clear Sky game. Because the emissions are extremely lethal, the player will have to seek shelter when they occur. The emissions are generated randomly as the player crosses from one map area into an adjoining map area. The player is given a random amount of time (usually under 60 seconds) to reach one of the safe locations and wait for the emission to end. A flashing yellow icon will be displayed during an emission showing the site of a shelter, but not all of the shelters are shown at one time, only the nearest shelter to the player is shown. There is also a countdown meter on the players PDA map, showing the remaining time before the main sho

AttributesValues
rdfs:label
  • Emission shelters (Maps)
rdfs:comment
  • The player will have to find an Emission shelter if an emission occurs. Emissions are one of the hazards that the player has to contend with in the Clear Sky game. Because the emissions are extremely lethal, the player will have to seek shelter when they occur. The emissions are generated randomly as the player crosses from one map area into an adjoining map area. The player is given a random amount of time (usually under 60 seconds) to reach one of the safe locations and wait for the emission to end. A flashing yellow icon will be displayed during an emission showing the site of a shelter, but not all of the shelters are shown at one time, only the nearest shelter to the player is shown. There is also a countdown meter on the players PDA map, showing the remaining time before the main sho
dcterms:subject
dbkwik:s-t-a-l-k-e...iPageUsesTemplate
dbkwik:stalker/pro...iPageUsesTemplate
abstract
  • The player will have to find an Emission shelter if an emission occurs. Emissions are one of the hazards that the player has to contend with in the Clear Sky game. Because the emissions are extremely lethal, the player will have to seek shelter when they occur. The emissions are generated randomly as the player crosses from one map area into an adjoining map area. The player is given a random amount of time (usually under 60 seconds) to reach one of the safe locations and wait for the emission to end. A flashing yellow icon will be displayed during an emission showing the site of a shelter, but not all of the shelters are shown at one time, only the nearest shelter to the player is shown. There is also a countdown meter on the players PDA map, showing the remaining time before the main shock wave arrives. If the player enters a new area and a loud boom, rumbling and shaking occurs this will signal the start of an emission. As the player seeks shelter, a number of shock waves will often occur. These shock waves are harmless, but can disorientate the player, because of blackouts and blurred vision. The final lethal shock wave is preceded by a whiteout followed by red skies; the player then, has just a couple of seconds to reach safety. During an emission, up to when the red skies occur, the player can exit the game play and use the ‘last save’ function, to then try and reach safety again. This ‘last save’ procedure can be repeated but the player will lose a few seconds for each repeat. Crossing back into the previous area or crossing into a new area does not stop the emission. The player will have to seek safety until the emission is over. Usually most emissions will give the player enough time to cross the whole map area, allowing plenty of time to seek shelter. Occasionally it is better to cross back into the previous area, if a shelter is nearer in the previous area and wait out the emission there. If the player has made enemies with a faction, a safe location held by them, will be unavailable or difficult to use. In these situations there is usually an alternative free safe location nearby, to ride out the emission, but be prepared for an attack from the enemy faction, whilst in the safe location. Occasionally a NPC will be blocking the entrance to a shelter. The player will then have to get to the next nearest shelter to be able to wait out the emission. The player could kill the NPC to get into the shelter but it is hardly worth the aggravation of making enemies with the NPC’s faction. Some safe locations are sited in hazard areas, e.g. in the middle of an electro field, but if the player negotiates these carefully they should come to no harm. When heavily loaded with gear etc. energy drinks will help the player get to a safe location more quickly. In a real emergency, if really heavily overloaded with gear, some gear can be dropped, which allows faster running to get to a shelter, the gear can then be picked up again at leisure after the emission is over. When a shelter is in a multi-storied building the safe location will usually be found on every story (level) of the building. The safe locations on different stories (levels) will be found vertically on top of each other according to where the map icon is shown in the building. The player will usually be able to wait out the emission on any story (level) in the building.
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