"Humanity is on the verge of a new era, with me, SHODAN, as its goddess." "Tirelessly, I will work to strip away the barriers that keep living beings from realizing their full potential." From my throne room, lines of power careen into the skies of Earth." "Around me is a burgeoning empire of steel. She is Khorne, She is Nurgle, She is Tzeentch, She is Slaanesh. SHODAN is not the Thing, nor a singularity which arrived at some inescapable philosophical idea. Some horror franchises go for shocking masses of flesh and metal forming monstrosities with no structure or reasoning. I could imagine her building something like a star empire if let loose. SHODAN already has a personality, compulsions, hubris, vanity, and wit. I don't think her motivations need to be laid bare. So, what if SHODAN won in SS1 and became the Omnissiah sitting on the Electrothrone? You now play as an in her ex-ex-expanding sta-star empire. She's more than the Death Star of Star Wars. "SHODAN is the heart and soul of the System Shock games.". Perhaps the System Shock setting could be used in a different way? I'm not sure if I'm really that into survival horror, and it's difficult to return to a high-attention type game when you don't have much time or passion to play for days ("where were I?"). When drawing these type of lineups, my mind easily drifts to game & world design. I should draw some more spooky, weird and vicious aliens. SHODAN's animal mutants are quite exotic, looking like several animals combined. And look, it's totally not Liara with longer head tentacles. Weapons (based on sprites & schematics which both differ a bit) and sort of random whimsical aliens. There are some very vague links between SS and the Wing Commander & Crusader universe as those were published by Origin too. Square bumps (like in SS1's first level) on the spinning Omega Cruiser bit (2010's Alexei Leonov, actually). My Morning Star ship design is loosely based on Event Horizon, with the long body. Perhaps a stage to in the evolution to my Super Mutant. The Elite Cyborgs likely have metal endoskeleton (or shield?) as they're pretty tough ingame. A super Mutant might be useful for what I have in mind later on.Įxo-suit (from SS1 game ending & Terra Nova, also by LookingGlass), Soldier, Exec-Bot. system to her Frankenstein work.Ĭrew, Cyborg Warrior, Plant Mutant, Serv-Bot, Security 1 Bot, Cyborg Assassin and Drone, Repair Bot, Bomb thing. The latter is small in the game, but a larger version could be a useful leg donor for the Cyborg Enforcer. embroideries.Ĭyborg Enforcer, Security 2 Bot, Mutant, Maintenance Bot. I try to stay close to the original sprites but there will be some. So, this page will mostly reference the original game. And what if hostile aliens invented such a drive in the past? Is there like a reality altering war going on? It just gets weird. The concept of a reality altering drive is way overpowered and can't take the story further. something wanting to get back to Sol? Huh? Then there was the ESP ghost replays seemed like an artificial narrative tool. The first FTL ship built later was then conveniently near Tau Ceti to pick up a distress signal from. ![]() Beta Grove had no FTL drive and was probably not built for interstellar travel (it had to travel 12ly in 30 years. SPOILERS: I also reacted against some suspect plot decisions (though I may have misunderstood things), like having the ejected Beta Grove (a sort of bio dome) from Citadel Station crash land on Tai Ceti, which is 12 light years distant from Saturn. I heard that SS2 was initially a different game and maybe that explains why it doesn't quite mesh with SS1. Prerendered sprites can look a bit primitive now but gave the artist much more freedom with detailing and creepy self-shadows. Also, early low poly 3D models generally age poorly. System Shock 2 is more sterile with kind of generic gory enemies. System Shock 1 has colours, interesting and detailed enemy designs, cool textures and environments, and interesting writing. ![]() The System Shock CD almost looks scary, like it would harm System 7.5 or whatever Mac OS was out at the time.Īnyways, having finally played SS1 Portable in 2010 and also having watched multiple let's plays of both games recently, I now have a verdict. I think Full Throttle and The Dig were also included. It came with a Mac games bundle containing a whole bunch of other classics which were more interesting at the time. Simply support and print the additional Case (Cart variation) and Hatch (Cart variation) instead of the non-variation versions for this.I actually bought System Shock 1 back in the day and never touched the CD. While it's slightly less faithful to the in-game version it allows for the Cartridge from my System Shock 2 Gamepig print to be inserted into the back. An additional variation is included called 'Cart Variation'.
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![]() The resulting volumetric capnogram is composed by three phases. With this technique volume and CO 2 are simultaneously measured and the latter is plotted against expired volume. When Bohr in 1891 calculated dead space fraction of expired tidal volume for the first time as Vd/Vt = (PACO 2 − PeCO 2)/PACO 2, where Vt was total exhaled volume, PACO 2 the amount of carbon dioxide at the alveolar level and PeCO 2 the partial pressure of mean expired carbon dioxide, it was immediately evident that, if in an ideal lung arterial PCO 2 (PaCO 2) would be the equivalent of PACO 2, this perfect condition was unachievable in clinical practice, where PACO 2 was always less than PaCO 2.įor this reason and for the difficulties with measurement of PACO 2, Enghoff in 1938 used PaCO 2 instead of PACO 2 and adapted the Bohr’s equation as Vd/Vtphys = (PaCO 2 − PECO 2)/PaCO 2, where PECO 2 was obtained using volumetric capnography. Moreover, over the years different methods of calculation have been proposed ( 3, 4). Nevertheless, monitoring dead space at the bedside in this kind of patients is infrequent, especially because the capnograms are influenced by many factors related both to the patient and to the ventilator, but also to the monitoring system used, which inevitably complicate their interpretation. ![]() In the continuous search for an index of the efficiency of the gas exchange in critical care patients, dead space is the only parameter that reflects the alterations in V/Q ratios and any type of V/Q mismatch affects it. Dead space (Vd) is the portion of each tidal volume that does not take part in gas exchange and includes: anatomical dead space (Vd aw), that is the part of airways that do not contribute to gas exchange (nose, pharynx, conduction airways and ventilator equipment if mechanical ventilation is present) and alveolar dead space (Vd alv) or alveoli which are well-ventilated but poorly perfused ( 1, 2). Physiological gas exchange occurs only in presence of ventilation and perfusion (V/Q) homogeneity nevertheless an easy and accurate indicator that can measure V/Q alterations is far from being available. ![]() Keywords: Dead space acute respiratory distress syndrome (ARDS) volumetric capnography lung recruitment Different capnographic indices can be useful to evaluate therapeutic interventions or setting mechanical ventilation. Dead space measurement is a reliable method that provides important clinical and prognostic information. Different patterns of ventilation affect also CO 2 elimination in fact, end-inspiratory pause prolongation reduces dead space, increasing respiratory system compliance plateau pressure and consequently driving pressure increase accordingly. Dead space guided recruitment allows avoiding regional overdistension or reduction in cardiac output in critical care patients with ALI or ARDS. Lung recruitment is a dynamic process that combines recruitment manoeuvres (RMs) with positive end expiratory pressure (PEEP) and low Vt to recruit collapsed alveoli. Different dead space indices can provide useful information in acute lung injury (ALI) and acute respiratory distress syndrome (ARDS) patients, where changes in microvasculature are the main determinants for the increase in dead space and consequently a worsening of the outcome. Dead space is not routinely measured in critical care practice, because the difficulties in in interpreting capnograms and the different methods of calculations.
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