The idea have been mostly rewritten after all the feedback I got.
Respawn is available at starting starting stations. Pretty much certain, unlimited and cheap. So we'll not discuss that much.
Respawn on ships and player station however is confirmed, but no exact mechanics have been announced. So here's my idea how it could be done.
It's designed to create several limitations, dangers and challenges, proportional to the advantage of respawning wherever you want.
1. You need spare body to spawn. Those can be produced on station. But the process is very space and time consuming.
Inactive spare endo parts can be keept in standard cargo crates, which are much smaller and lighter than endo racks.
2. To spawn, you need loaded and charged endo rack.
Rack uses constant 10-50 eps (TBD exact amount)
Loading is done by placing all the body parts. It can be automated with robot arms, or done by hand.
Charging is automatic, after 1h of uninterrupted powering. If rack looses power, it need to re-charge again.
It's quite big: between 1x1x2m and 1.5x1.5x3m.
3. You can only spawn in a network that you're registered to.
To do that, you need to personally go to conciousness link module (CLM).
CLM is small, around battery size.
It can keep single player registered.
It uses constant 10-50 eps.
Loosing power wipes out registration.
CLM can be configured to require constant payment in order to keep registration, and set price per respawn. That opens it to use as commercial respawn market.
Player can un-regiseter from any CLM via menu.
Logging off inside a rack both loads it and charges instantly, as well as registering you to connected empty CLM.
Disconnected body should stay in game, unless it happens within safe zone (to prevent lag caused by 100s of offline bodies). So it's best to do that while in endo rack.
4. Optionally whole re-spawning could be possible only outside direct combat. Combat zone would be determined through use of respawn jamming module (RJM).
The furthest distance between any two RJM on the same ship, multiplied by 10-50 determine the range of respawn jamming. (i.e. 50m long sip creates jamming sphere of 500-2500 meter radius).
It blocks all respawn attempts, by allies or enemies.
RJM would have size and power usage of transmitter, so affordable even on small ships. And only 2 are needed.
Why this way?
Long travel through empty space is rather boring for everyone except the pilot who need to dodge asteroids from time to time. So IMO all the passengers should be able to do something more interested meanwhile. Like being at base and building ships. Or maybe just being offline. And they should be able to hop in in case of action, like pirate attack or arrival to destination point.
However, the more people are allowed to respawn on a ship, the more space and energy you need to use.
It would also open possibilities for companies who specialise in transporting CLM around the universe. Kind of cryogenic tourism.
Death consequences shouldn't be IMO too severe. By that I mean that getting shoot down should be comparably devastating as any other 2-7m³ module of your ship (i.e generator or turret). After all we don't want instant battles.
And there shouldn't be much of respawn delay. We're here to play, not wait.
Keeping offline bodies in game (outside of safe zones) helps gameplay in many ways:
-prevents combat logging (both out of combat and into the combat),
-allows your crewmates to continue space travel without leaving you alone in the middle of nowhere if you loose connection,
-prevents using body as absolutely safe storage outside safe zones,
-Is more immersive, as it follows basic physics (conservation of mass).
-has no negative consequences that I know of.
The limitations of the system are there to provide more challenging and balanced gameplay. Any decision should be meaningful, with its pros and cons.
Some examples:
-Boarding party can register into your ship network and use your respawn point. It can be avoided by smart use network relays.
-CLM can get destroyed and leave you without respawn. Risk can be minimised by protecting CLM with heavy armour, having multiple CLMs for each crew members or keeping respawn ship out of direct combat.
-Large factions need to provide CLM for every player for every respawn ship/station, and pay energy upkeep. It's a price for having huge potential advantage in numbers. Encourage building fleet flagships proportional to faction size, rather than using swarm of mid-size respawn ships.
Respawn is available at starting starting stations. Pretty much certain, unlimited and cheap. So we'll not discuss that much.
Respawn on ships and player station however is confirmed, but no exact mechanics have been announced. So here's my idea how it could be done.
It's designed to create several limitations, dangers and challenges, proportional to the advantage of respawning wherever you want.
1. You need spare body to spawn. Those can be produced on station. But the process is very space and time consuming.
Inactive spare endo parts can be keept in standard cargo crates, which are much smaller and lighter than endo racks.
2. To spawn, you need loaded and charged endo rack.
Rack uses constant 10-50 eps (TBD exact amount)
Loading is done by placing all the body parts. It can be automated with robot arms, or done by hand.
Charging is automatic, after 1h of uninterrupted powering. If rack looses power, it need to re-charge again.
It's quite big: between 1x1x2m and 1.5x1.5x3m.
3. You can only spawn in a network that you're registered to.
To do that, you need to personally go to conciousness link module (CLM).
CLM is small, around battery size.
It can keep single player registered.
It uses constant 10-50 eps.
Loosing power wipes out registration.
CLM can be configured to require constant payment in order to keep registration, and set price per respawn. That opens it to use as commercial respawn market.
Player can un-regiseter from any CLM via menu.
Logging off inside a rack both loads it and charges instantly, as well as registering you to connected empty CLM.
Disconnected body should stay in game, unless it happens within safe zone (to prevent lag caused by 100s of offline bodies). So it's best to do that while in endo rack.
4. Optionally whole re-spawning could be possible only outside direct combat. Combat zone would be determined through use of respawn jamming module (RJM).
The furthest distance between any two RJM on the same ship, multiplied by 10-50 determine the range of respawn jamming. (i.e. 50m long sip creates jamming sphere of 500-2500 meter radius).
It blocks all respawn attempts, by allies or enemies.
RJM would have size and power usage of transmitter, so affordable even on small ships. And only 2 are needed.
Why this way?
Long travel through empty space is rather boring for everyone except the pilot who need to dodge asteroids from time to time. So IMO all the passengers should be able to do something more interested meanwhile. Like being at base and building ships. Or maybe just being offline. And they should be able to hop in in case of action, like pirate attack or arrival to destination point.
However, the more people are allowed to respawn on a ship, the more space and energy you need to use.
It would also open possibilities for companies who specialise in transporting CLM around the universe. Kind of cryogenic tourism.
Death consequences shouldn't be IMO too severe. By that I mean that getting shoot down should be comparably devastating as any other 2-7m³ module of your ship (i.e generator or turret). After all we don't want instant battles.
And there shouldn't be much of respawn delay. We're here to play, not wait.
Keeping offline bodies in game (outside of safe zones) helps gameplay in many ways:
-prevents combat logging (both out of combat and into the combat),
-allows your crewmates to continue space travel without leaving you alone in the middle of nowhere if you loose connection,
-prevents using body as absolutely safe storage outside safe zones,
-Is more immersive, as it follows basic physics (conservation of mass).
-has no negative consequences that I know of.
The limitations of the system are there to provide more challenging and balanced gameplay. Any decision should be meaningful, with its pros and cons.
Some examples:
-Boarding party can register into your ship network and use your respawn point. It can be avoided by smart use network relays.
-CLM can get destroyed and leave you without respawn. Risk can be minimised by protecting CLM with heavy armour, having multiple CLMs for each crew members or keeping respawn ship out of direct combat.
-Large factions need to provide CLM for every player for every respawn ship/station, and pay energy upkeep. It's a price for having huge potential advantage in numbers. Encourage building fleet flagships proportional to faction size, rather than using swarm of mid-size respawn ships.
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