Also not kidding about the wordwall! LOVE IT.
Ah! Then I am gratified! And, if you're willing to read a shift in content, I might be able to make another...
*Sigh*
Oh diplomacy, wherefore art thou? Would not a hug by any other name feel as snuggly?
I think we left it behind after being attacked on sight for the second time by total strangers.
Not left behind; merely postponed until we understand better what diplomacy
is here.(..
and, of course, find an opportunity for diplomacy that does not involve imminent danger, or hints from "gauge intent" actions that it isn't an option.) You see...
(virtual reality|computer system)
Everything from the various creature/object colors and attack-on-sight behavior, to the strange prompt we received when hugging the "Shekshrall brood", suggests that there is an entire universal system— like those for Reality Points or the cartridges— that (un|)naturally divides all creatures, mechanisms, and even objects, into discrete sides. When we started, we were probably some equivalent of the "neutral side" that all sides are tentatively friendly to, but when we ([...]"
the Shekshrall brood. Ally with it?""
Yes.")ed we were classified by this system as being on the "Shekshrall side", thus taking on all past relations it had with other sides— or maybe even
not relations defined by a history, but a system defined stance of conflict.
What all this means, is that if we want to use diplomacy(, Harbingerjm), we're going to have to do it by this world's system, and we're going to have to overcome whatever default bad relations or assumptions of hostility the system puts in our way.
Now, the above situation might seem a little sad and immoral; how we have these possibly intelligent creatures (like the unknown-ability humanoids) that we're inevitably murdering for arguable self-defense and not-so-arguable profit...but because of the really high chance this is a virtual reality, it isn't really so bad
so long as the intelligent creatures aren't unique. Since the system will probably always have a version of that non-unique AI running somewhere (assuming removing all instances removes it from memory), it never truly dies, and so, the only moral ramifications we have to worry about (while fighting them when they want to hurt us) is causing pain and horrifying the the things.
If they can be meaningfully unique though, we're already pretty villainous by that measure, though.
You did well!... Almost TOO well... How did we even coordinate that well?
Aside from explicitly deciding to command and giving clear, tactical instructions on what to do? When we first entered combat our eyes turned/flashed white and we got the "connection bars" over ourselves and each unit, along with a kind of ~triggering indicator; presumably our suit offers us a radio-telepathy-whatever-system (R.T.W.S.) that lets us actually control our units even if they cannot speak or understand language.
This is probably something that would be fully explained (and boring) if we had been able to get that Subconscious suit upgrade (that would be screwing with our mind
even more =D ).