Ok. Solution is we take what works from other existing games and add something unique to Starbase's rules.
The solution is:
- If a player dies, their body can be repaired by a repair tool (another player, or a robot arm with the repair attachment, consuming resources), and either their body parts can be reattached to revive the player (faster method), or the repair tool can consume extra resources (slower method) to fully regenerate body parts one at a time.
- If a player is not revived within a certain period of time (or if they choose to respawn right away) they are forced to respawn at station. This is an arbitrary rule, meaning if they are not revived in X amount of time, they get sent back to station.
This simple solution solves all the problems of respawning:
- Solo players can use ships, programmed with YOLOL and a factory robot arm with an attached repair tool, to be revived if they somehow die out in the open. Players or devs would devise code whereby if the player dies, the ship can autopilot to the player, extend the robot arm, and repair the player, consuming resources that must be available to the repair tool on the ship.
- Small groups can have fun blowing each other up, shooting each other and messing around, dying in fun ways, and then spend real time and resources and effort finding their friends' body parts, piecing them back together, and repairing their friends up to full life.
- Large groups can never bypass the risk of dying. If they charge a position, their body is stuck in the middle, the "no man's land" of war, and they will not be able to be repaired, and will respawn potentially hours away at a station, so taking such a risk in charging is a big deal and has meaning. In large groups, they must push forward to repair their wounded/dead in the middle, forcing them to take risks and either win or lose the fight. Securing a new forward position would allow them to repair up any of their wounded/dead who did not already "expire" and continue pushing, but now with potentially less numbers.
This mechanic is in line with what makes battle royale games such as PUBG work, but the solo revive mechanic makes it MMO compatible. The revive mechanic takes an additional player out of the fight as they try to revive their teammate, giving the other side some time to maneuver. In ship to ship fighting, a random shot might kill your friend in the back, and you have to give up piloting for a moment to go revive your friend. Or if the pilot dies, you have to go revive your pilot mid-fight. There's meaning behind these deaths, nothing is free.
This has huge gameplay implications, is tons of fun as players are worth something to each other for revival, allows a team to maybe mine a nearby asteroid really quick to get a material they need to revive a friend, still preserves the threat of life and death to create tense gameplay, is relatively easy to implement, uses the simulation as much as possible instead of arbitrary rules regarding respawning and 'clones' and storing things on ships and so on, and gives each player's life meaning that comes with the default option if they are not revived - painfully spawning back, far away from their group at station (this is a good thing!).
The time it takes for a player to revive their friend is meaningful. A large group doesn't get any extra advantage sending in a suicide scout, as if the scout dies, the scout's chance of revival on the battlespace is slim to none. This preserves the "PUBG" style last-squad-standing gameplay that will exist when players try to take over a station. Similar to battle royale games, this eliminates the ability of free scouting - for example in PUBG if a squad had free respawns they can send someone into a building to scout enemy weapons and armor, then just respawn and continue fighting with this free information. Instead, if the scout runs in and dies, their chance of revival is slim to none. This keeps small groups together working effectively, allows solos to respawn unlimited times (if they are prepared) out in the void, and limits the amount a large group can do with their manpower alone, as they have to achieve success within a short timeframe in order to revive their dead. Most importantly, again, this preserves that every player's life will matter both on offense and defense, and if you hold out defensively strong enough, you whittle down the enemies forces as fully killed players are sent back to a station.
This solution is not something that I knew from day 1. It took a while, and hashing out these ideas with my team, on what can work with the limited information regarding Starbase we have. As I kept drilling down into natural solutions, the medic on the battlefield in real life came to mind, and how wounding an enemy is often times more effective than killing an enemy, as the enemy goes to revive their wounded, and you can create more wounded, and less people are engaged in fighting at those moments. In Starbase, the presence of this kind of physical, simulated "medic" gameplay means some players are taken out of the fight, just like the battle royale games, which get respawning mostly correct! While reviving, you can't fight back, and this is good balance. A large group cannot just buy more time - they will need 30s (for example) minimum to revive any single player, so if 10 people die at once, and the time limit is 1-2 minutes before force-respawning, some people are going back to station, period. As large groups begin fielding more medics and less fighters, this begins to naturally balance out gameplay, through simulation along with some arbitrary rules, like how much resources are needed to revive, the time needed to revive, and gives lots of fun gameplay like if your medic dies, someone can pick up their backpack and continue the role for the fight.
Again, not something that is easy to see. The idea of your ship repairing a solo player was the "ah ha!" moment that makes it all work, because if a solo player cannot revive unlimited times (with prepared resources, of course), then it all goes out the window. And if a large group can just get away with seemingly infinite respawns, no life matters and gameplay is ruined just like in every other PvP MMO with free or cost-based respawn mechanics (Atlas, Rust, Ark among others). The limited respawn ability gives value to the game, making choices more meaningful, which is something EVE got right in making it where if you lost your ship, it really mattered, and you didn't just spawn 1 minute away fully ready to go.
Yes, a large group can field more people to repair or who have the capability to repair, but this preserves the tense situation where if they charge an enemy position and lose numbers too quickly, they potentially cannot revive everyone in time. This also allows strategic gameplay, where after a hard push by an enemy, the defenders can flank and take out the weak group of repairing 'medics' and so on. The tension in gameplay and use of strategy, where players will value their life, because they value their time, is a key component in the successful MMOs, from WoW to EVE and all the good ones in between. Dying is painful and matters, and this makes for good gameplay.
There are many other conditionals I'm sure you guys will point out with this method and rather than go into every single detail, I'll wait for you to bring up some 'what if' situation and I'll explain how this system would work in those situations. Remember, we're not trying to limit large groups, or make them win less, we're trying to preserve gameplay on both sides of any engagement, even if one group has 1000 people and the other group has 10 people, all player gameplay is valued.