Medical Room Improvement (Survival): Cost to Respawn

Burstar shared this feedback 19 months ago
Planned

As discussed by Xocliw, respawning in its state as of 187 rewards death. I propose we change this by:

- Switching the respawn timer to the Medical Room block instead of the Respawn Window

- Increasing the power drain of the Med Room while spawning a character (ie: Standby vs. Active)

- Having a consumable used by the Med Room required for respawning (ala parachutes and canvas)

- Alter respawning to provide only the resources available to the Med Room (ie: spawn without gases if none available)

Comments (21)

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This idea has been around for years but strangely has never been implemented. In my opinion the best way to handle it would to be require a certain component that is consumed for each respawn. An easy one could be Medical Components as they are already in the game.

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nonsense, a general rule cannot be applied, each style of sp and mp gameplay need to have the own rule

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In multiplayer and only on ships.

Requirement to be fueled by the oxygen generator and have medical components (1 for each respaw.

A medical room for small grid only for healing and refill would also be welcome.

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I would really like a small wall panel health administor like in Half Life, would look great on ships and stations

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I mentioned this in one of Xocliw's recent streams, and he seemed to think it could work --> Respawning can give you a temporary movement and tool speed penalty. It wouldn't need any of this character stat nonsense I've seen being passed around, and it could still make people think twice if the percentage slowdown is harsh enough.

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The idea has been around a while. But I would make it a little more concise:

1. Create a new item called "medical supplies" that can be assembled.

2. Create inventory space in the Medical Room for medical supplies. Each medical room should pull up to 400 units if "use conveyor" is active. The med room should also be able to store any hand tools available to the player. Medical supplies should probably be in the hand tools category and then just open the category to the med room.

3. To heal one HP of damage require 1 medical supply unit. To respawn requires 200 medical supply units.

4. Balance the cost in materials of a medical supply unit (should contain silver and other other ingots).


Now there's a definitive cost to respawning or using med bays as the "poor man's transporter."

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I’m worried about early start becoming too difficult, if you jetpack off and die but don’t have materials to make new tools, are you screwed? There are some edge case situations where player may become unable to continue game.

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Hello, thank you for the suggestion. We do plan to solve death rewarding in some of following Majors.

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it would make sense to add a way to take off your space suit or to craft one atleast as a resource for your medbay,also if possible it requires time to clone and have some engineers at stock, so for a large ship or base you would require to have a few medbays as they would have 3 clones and would to recreate those once there is one used. must be a way of seeing on the medbay how much there are left. just think of it as charges that need to regenerate for 10 minutes or something like that.

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As long they buff up the Engineer and introduce medkits or something heal yourself with when exploring. I like the idea and all just the Engineer dies to anything too quickly. takes a interior turret a second to kill you,A gatling gun bullet impact will kill you instantly if your near anything solid and your jetpack can make you fly into the ground and kill you within seconds. I just want to be able to survive without getting killed instantly.

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The idea of having to build and keep track of even more consumables makes me cringe to the very fabric of my core. Building and keeping track of ammunition is enough to soothe this fetish-like gameplay, and you aren't penalized by being revoked of your rights to spawn at your base or ship as a result of forgetting to dilly-dally with it 24/7.

The medical room could however drain more power, and work similarly to that of the jump drive, where it stores a finite amount of respawn charges. All this does is add to a feature that is already well-established in the game: Making sure your grid has power. And it shouldn't count if you disconnect from the server, alive. OR, perhaps it should, so that it will give the Cryo block an actual purpose.

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Although I've never played multiplayer, doesn't the cryo pod provide a save point where you don't loose everything you have in your backpack when you rejoin the game? If not, then I agree the cryo pod is just a redundant component.

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Yeah, the cryo saves the items you have on you for when you connect next time. It's just that I always put my items in the cargo, even before I enter the cryo. So, to me, the cryo is very much redundant. It would've served more of a purpose if it meant saving a respawn charge (large power drain).

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For you, the cryopod serves not to have screen respaw and faction members do not see your name (dead) in your medbay on their respaw screen.

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Make the medical bay just that a refill point only for health&power o2 and h2 but large grid only, I would prefer to have all the functions split a suit locker for the wardrobe function, o2 and separate h2 fill point health and power recharge blocks and separate spawn tile which is just for spawning on possibly a cap on spawn tiles per player.

Yes keep the large med bay which could serve all functions bar spawning but also the separate blocks which could be used on large or small grids and the respawn tile which could be large or small grids.

This would be good if you are creating small scenarios if you want to restrict functions i.e spawn with no suit you have to find a suit locker to change to your suit and have to find charge point for o2 h2 health and power.


There is a suit locker/wardrobe armory by peter hammerman which unfortunately no longer works paired with sektans city suit where you have no EVA suit would be quite immersive if you have to change to go into a vacuum and enable the use of your jet pack.

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I used to have this comment on another post, this one, has lots more votes however.

I suggested requiring the medical components or a 'medkit' to be placed into the medical bay to allow respawn, This would for instance require engineers to be much more careful and not allow them to repeatedly spawn and 'drain' turrets by moving really fast until they are killed and then raiding an enemies base.


While it adds a single extra component, a medkit, the medkit could also be used to heal the engineer, however... to prevent abuse of the medkit, it would need a cooldown effect to prevent the medical kit from instantly healing players.

It should take a considerable amount of time for the medkit to heal a player (20-30 seconds or more).

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I'd give respawn function to cryo pods. Make each of them store one clone, in case you die. They could refill after use, but it takes a lot of time and some energy.

So build more of them, if you plan to die a lot. I.e. assault barge should be filled with them.

That sexy small grid cryopod we've seen would come in handy with this idea.

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I dislike that feature. Novice people like me die countless of times accidentally. I wouldn't like to spend a limited resource (medical components) to respawn, maybe just energy. Also, it should be an optional configuration in the world generation menu.

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This suggestion is pure survivalist cancer and needs to die in a hole. (make a mod if you want this on your server there are already some economy mods that make re spawn ships cost money something similar would be to your liking but don't try to force your hardcore BS on other innocent players)

This would render the game pretty damn near unplayable with the new survival mechanics as well as the constant clang deaths

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i you don't want to die in survival, then use space master to godmode.

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Are you saying you want there to be a resource for when you die that you need to have? I am confused on this topic.

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Or there can be a setting for it, like what they did with oxygen. We don't need to start hating each other over adding something if you can just turn it off when you don't want it.

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I would really not like more costing affairs with the medical room because some people would not be able to understand that there are a cost and the power to be required increases or you need to make a cheap/rich item to be used for respawning or copied on to the land...

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It should be noted that the spawn was switched. and it's still terrible.

it's more for a 'hardcore' type server.

for more experienced players... but this punishes via keen's bugs for some players and causes accidental deaths. so likely will be ignored.

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I think a block-bound timer would be enough. The problem with requiring resources is that it punishes unintentional deaths in the early game much more than the later intentional deaths aimed at teleportation and raiding.

Maybe link the timeout to the cause of death? Make it short if the death wasn't in proximity of hostile grids and longer if killed by hostile means. This does not adress suicide teleporting but makes offline raiding bases in pvp harder and actually encourages smarter action than suiciding in with the grinder equipped until the base is out of ammo or all opposition ist grinded down.

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The last thing newcomers or casual players need is something like this. If it's implemented, PLEASE make it an optional "Hardcore Mode" setting.

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>Alter respawning to provide only the resources available to the Med Room (ie: spawn without gases if none available)

Starting 'empty' is probably a bad idea, howhever starting with minimal health (if no healing related materials) and 25% of everything sounds about right) Empyrion works like that (or worked...) and it was reasonable, since there was no chance to become completely stranded yet low health/food/O2 was cripling in regards to combat capabilities.

Also distance based respawn timer might be reasonable: the further you died from medbay, the longer it will take to respawn at this specific medbay, that should somewhat discorage teleportation.


Other suggestions:

1. Medbay should provide tools from inventory, not default one

2. It should be possible to set medbay to spawn without tools (per medbay, not global)

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What about accidental death due to glitchea/bugs/klang?