Lenglon, I think you and your character were put in a really uncomfortable situation for both of you, but I do think it was IC realistic. Sorry. I do sympathize though.
Actually I was the least affected of everyone. I was tempdead and unable to percieve or act in any way. I don't deserve your sympathy - everyone ELSE on deep team does, but i don't.
Remind me to have a talk about this with NAV, who incidently triggered a nice long IRC conversation about people being temp-dead and in braincases. I'm not sure who it was, but I got to hear a pretty convincing case that people in braincases could never, ever, count as temp-dead.
Also, I did care about my character. I had goals in mind when I created him. Those goals were incompatable with the change in direction of the game that was announced before I went on my first mission. What I should have done was change the character to be compatable with the game as it was, rather than as I wanted it to be. What I did instead was bull ahead, caused myself a lot of pain, and decided he would rather do something about being stuck in a situation he disliked, instead of living the happy life of being opposed to everything that goes on about him while doing nothing about his own situation. I wanted him to die because making someone play a character that doesn't fit with the game is stupid, as is bending the game specifically to please a character who doesn't fit in.
At the end of the day, you are not the arbriter of the results of your actions. If you want that to be the case, there are plenty of freeform roleplaying games and chatrooms for such that operate continually. I want permadeath to be more common, because it means that you get to make a difference in what happens. Having a low or no consequences button to bail you out means that you don't get to make a difference, in the end. Same with having missions that are successful before you even begin.
In addition, the memorable events in the game are the enormous cock-ups, the permadeaths, the mission failures. Those are the ones that go down in history and make this a game to be remembered. Removing or reducing them would not make the game better. I'm also not in favor of hundreds of deaths.. I think that a rate of 10% or so would be fine, and that has nine characters survive for each one that dies. And yes, that would be only counting permadeaths, as the consequences of not-a-permadeath are mostly up to the player.
Green storm needs to have real consequences as well. Very much needs to have real consequences beyond getting a talking to IC. Right now, Myamoto has absolutely no reason not to hit the button immediately on every mission, and that's true regardless if Lyra ends up tongue-lashing him over it or not. If nothing else, he has the absolute argument that because of Mya's actions, Lyra got back alive to tongue-lash him over it, and if you weren't happy being a slave, the door is to your left, and you should get the hell out of here.
I had a character for whom being controlled was unacceptable. I did something about it, and have been suffering the consequences of that for a couple of years.
Also, your characters don't remember what happened when you were out. All Lyra actually knows is that she got hit by the Arbriter, and then got hooked up a moment later to some cameyes in a braincase when running from the world exploding. This is also an important bit to my 'mission was not a real success' argument, as none of you remembers what happened. All you know is that you saw an AoP, got your asses kicked, and then woke up while running from the world exploding beneath your feet, and escaped in a shuttle under fire. From that point of view, the idea that you failed a mission should be pretty natural.
And lastly, yes, I shouldn't complain so hard about a game that I don't play. I also shouldn't claim the game is not low-consequence enough when I spend an entire mission going about asking 'where's miss Feyri', and get paid for that performance.