Fielding more respawn ability would just mean people coming back to no extra ships, no extra ammo, or weapons.
Considering ships can be repaired, and weapons and ammo can be picked up, there's no reason to bring new materials when really, all the materials are there right in front of you. For example, if you're hanging out and you get sniped out of the cockpit of your ship, it's much easier to respawn immediately nearby and re-gain control of your ship. Likewise, when assaulting a station on foot, it doesn't matter to bring new weapons - you already have your weapon on your dead body. You can see this in many games which have respawn mechanics where one player guards the body of their teammate, until their teammate gets back to then get control of their body.
Likewise, you might have killed another enemy pilot, and then lose your ship later on - you know that enemy ship might be usable, so getting to it faster than the enemy with a local respawn is more valuable than flying back with a new ship. The ability to get into the action far outweighs the bringing of a little more material. You might also just repair a disabled ship which just needs a little touch up to get moving again. So much more potential comes from a thinking player in a live battle, that having respawns is extremely powerful.
If you die mid-combat in the open space, in ship to ship combat, if the rest of your team wins, it's much more powerful if you can respawn, and maybe take the enemy ship, versus having to fly back to that location for potentially hours. The presence of players is a force multiplier no matter the situation. If there is any way to quickly respawn, it will be maximized as a priority. A player does not need weapons, ships and resources, when they can loot this stuff from the battlefield.
- A container has a limited capacity of exoskeletons
There's a lot of solutions brought up like this, ignoring one fact - anything limited, is only limited to the smaller group. A group of 1000 players does not have the same problem as a 100 man group. The 1000 players - 300 of them could be only producing these 'limited capacity' robot storage containers, and shipping them out constantly to the battlefield, where 500 of their best players fight. This is why I say, when you deal with anything that can be produced, or that is expensive, or that is heavy - a large group has infinite of these things. A large group will field hundreds or thousands of these local respawns to any battle - and sure, they can be soft targets - but every life you spend is a large fraction of your available respawns that you were able to field, versus their life compared to their respawns.
For example, it is expensive to build a real-life missile. But a super-power like the USA can produce infinite missiles, far in excess of any other country, because they are bigger and funnel more of their labor into production than anyone else. As such, you can say, "Well yes, the smaller country can produce missiles too." But that ignores the reality that due to unlimited missiles, the super-power is extremely dominant in that technology. Keep in mind, when I say 'unlimited' or 'infinite' I kind of mean there's not a feasible way to exhaust the stockpile that doesn't result in the loss of the defender anyway.
i would be fine with respawning in large "mothership" style ships that have a spawning hub at the cost of alot of resources.
It might take you in a small 5 man group, 3 weeks to build this mothership, and a large 1000-man group, 24 hours to build this (and they had tons of people doing other things). This is the same thing as other ideas which aren't considering the huge scale of the game, that so many people can pool resources.
Devs have an option - use arbitrary mechanics like "You can only respawn once every 30 minutes" which again, leads to the bad decision I mentioned initially. Wait 30 minutes, or spend 1hr flying back to the battlefield?
Again, if the idea is "if I bring more respawns, it might cost me more to bring them, and my ship might be slower" is not a valid concern for a large group that can field 20 of those slower respawn ships, and protect them with 100 ships, while still having 800 people attacking you. Sure with large number disparities, you could argue the idea of a 'free respawn' already exists, however it's not the presence of numbers we're fighting, it's the mentality behind the individual player. If he can just suicide, because he knows he can respawn easily, he will. If he has to make a personal, selfish choice, to either suicide and eat the long-run back to the fight, or to play it a little safer and think a bit longer on his action in fighting his enemy, this self-preservation mindset balances gameplay a lot more. Of course, pilots can be ordered to suicide into enemies and so on, which as long as they do not instantly have a place to respawn close to battle, means they might hesitate, or get scared in the moment, or distrust their leadership who keeps using them as pawns - natural balancing mechanics for that kind of gameplay.
A free respawn close by (free meaning, in your mind, it didn't matter to you or anyone else nearby that you respawned right away) negates any of that balancing. The only people 'mad' at you dying at that point become the slave-workers who spend all their gameplay time pumping out respawns back at a home station, who do that gameplay anyway, so there's no real downside for even them, because their day to day doesn't change, only perhaps the demand.
Fielding more respawn ability would just mean people coming back to no extra ships, no extra ammo, or weapons.
I just wanted to point out again - the extra ship is the wreckage in space. The extra ammo is the ammo on the dead enemy, and your own body where you died. Same with weapons - just pick up an enemy weapon and ammo. There's much more power in you being able to react from a situation after dying, since you have information you didn't have before. For example, if you're inside a station, and charge an enemy who is in a room, you get some idea of how many enemies there are, and if they are holding off your approach any good. If you get to respawn back at ship, pick up some additional weapons and so on, you now can attack that same enemy position from a different angle with new information for free. Each free death is more knowledge about the situation, while the defenders simply run out of ammo against your massive supply of free respawns.
Maybe, to make sure that people want to avoid dying, they need a certain amount of resources to build a new exosuit.
This is good, it's getting in the right direction. The key is in how this is managed so both a solo player can respawn, and a large group does not somehow have infinite respawns. Would like to hear more details about what you are thinking here.
I'll add another question: what other games have respawn mechanics that 'work' for balancing gameplay? EVE online, for example, when your ship is killed off, your Pod is still in the area, and you can fly off to a nearby station to maybe pick up another ship, and then get back to the battle. Sometimes your Pod gets killed, and you have to respawn; potentially far away and, it is still a short time getting back into the fight, but the people who killed you knew you were out of the fight for quite a while.
In contrast, games that don't really work, is Rust, where a large group has lots of respawn bags around any raid, and even then, the map is so small, where a 10-man group can constantly run back to the area with nakeds running back to bodies as needed, while the rest of the group defends those bodies. Because of the short distance back to dead bodies, loot, gear, etc, and because respawning is free (outside of maybe a 5 minute timer, which again, often times players just sit there and wait it out, which is dumb and boring) this means a large group is exponentially more effective. A 2-man group killing 2 enemies out of the 10-man group is almost wasting their time, since the 10 man group will just wait for their 2 dead people to come back to get their bodies back, covering the corpses until then.
I'll post the side question again: what other games have respawn mechanics that 'work' for balancing gameplay?
Another side question: can you think of a respawn mechanic that is easy for a solo player or small group to do, which is vastly more difficult for a large group to do?