This was a good Boltcracker video. Love the memes that came out of it.
"Can't be boarded if you have no ship."
With that said, this video showcases a large conflict with some game mechanics; specifically, respawning. It's been bugging me for a while, and I've been trying to recommend against 'craftable' respawn points (spare endos to spawn into) because of how much it kills gameplay to have that mass-produced power in the hands of a superior force.
There's a big conflict here. There is almost no reason to sabotage your ship in the hopes of killing an enemy, if that enemy can then just respawn on their ship immediately nearby and try again - now with a huge hole in the side of your ship and potentially an opening inside with no effort. Sure, there can be other traps, but regardless of how intricate your trap, it is pointless with the enemy respawning 50 meters away into their spare endo.
Imagine a situation where a group of 5 'pirate' players roll up on a group of 2 miners who are mining in the asteroid belt. The pirates attempt to force the 2 miners to hand over their loot, "or else." The 2 miners know they have a trap set - guns behind a door or whatever it may be - and they lure a couple pirates into a trap. Boom - the trap is sprung and 2 of the 5 pirates die, and the 2 miners immediately turn on engines and begin running.
The 2 dead pirates just spawn back on their ship - a fighting ship meant for speed to catch mining ships - and runs down these 2 miners, shoots up and destroys their ship, kills the 2 miners, and proceeds to take the remnants of the loot.
This means there is no reason to have any sabotage, traps, or any such system on your ship, because it is just making your ship slower and heavier with absolutely no pay off with a respawn system where the enemies can just pop back onto their ship with no cost or decision making on their end.
My revival mechanic idea
(LINK to forum thread) - not mine per se, but one I think works for Starbase which I posted about a lot (the idea is present in pretty much every battle-royale game and other FPS shooters) - would solve this issue. In the above scenario, the 2 miners killing off 2 pirates with their trap and then going full throttle to try and escape, the 3 remaining pirates have a decision to make - chase the miners down for 10 minutes and lose their 2 friends who are now dead, or take the time to revive their 2 downed friends and then begin to chase the target. If they don't revive their friends, it might mean they kill the miners after a dogfight, but then they might have to travel back for an hour to station to pick up their friends. That decision is a tough one, and leaving your dead friends to die in space doesn't do well for morale.
Since the pirates have 5 people, now 2 downed, maybe they drop 1 person off to revive the 2 downed friends, and the remaining 2 now chase the miners. 2 people on the pirate ship, 2 people on the mining ship running away. Now there's a chance to fight back - maybe one of the miners jumps on top of their ship and begins firing a rifle at the pursuing pirates, and if they manage to down one of those pursuers, there's a good chance the pirates call off the attack to revive. In this moment, the miners might see the opportunity to turn on the last remaining pirate in the ship and attempt to kill him while he tries to revive his friend. What would have been a 100% kill on the miners with a spare-endo-respawn mechanic is now turned on its head due to the choices that were made by the players.
Without this choice, there is no reason to have a trap on your ship, no reason to potentially blow off the back end of your ship, or attempt to do any of these other 'fun' things in the game because if someone falls for your trap, they will just respawn right nearby on their spare-endo and continue fighting. Your one-off trap did nothing. You carrying around that extra weight on your ship, and all the effort you put into designing that perfect trap, is wiped away because now the enemy that fell for the trap comes right back a moment later and now knows how to avoid it from then on. There was no reward for you to make this trap. It was all for a fleeting moment, any real impact done away because of a poor game mechanic of being able to produce respawns (spare endos) and carry them on your ships and have people spawn right away nearby ready to continue fighting you again and you, there now with a disabled ship.
Even in large fights, players will have to make a choice; if a 50-man squad is attacking a station, and some defender makes a great play and downs 20 of those 50 players, the attackers have a choice to make; continue their push or take the time to revive. This makes for meaningful choices. Otherwise, you might as well play Star Wars Battlefront and have people just continue fighting back and forth until they run out of 'respawn tickets' and the overall combat meant absolutely nothing (like combat in those games). That's why that game is mostly dead.
I have to keep pushing this point because one bad game mechanic can ruin a game, and so far Starbase has only shown good game mechanics and good attention to making players feel valued and making players actually valued in the game universe. As soon as things like taxes, craftable respawns, and other 'free' sources of game systems which give no value or reward to anyone outside of it being 'free' (such as respawning into a spare endo is basically 'free' to the person spawning, it doesn't matter to them, there was no hard choice made by anyone, it was just a monotonous task to produce them) begin to seep into gameplay the overall systems begin to crumble as devs must make balance changes over and over again to fix and refix and refix the problems that only arose from the moment they introduced a fundamentally broken system in the first place.
This video is great, but these mechanics will never be seen in game in actual gameplay unless such game mechanics actually matter. There's no reason to use any of this firepower if the game comes down to a Battlefield-style ticket-based respawn game. Your only focus would then be to just produce more respawn tickets.