How to fix respawn "abuse"
Hey Keen, here's an idea: Instead of punishing your community for "abusing" your respawn mechanic, why not just give those people what they want and embrace a fast travel mechanic? Oh, and also a world option for the people who don't like it.
Here's my ideas on how it could be implemented efficiently:
- Use the medical room, no new blocks necessary. It's the block they are already "abusing" and it's arguably already the most valuable target for a boarding action so it won't change gameplay too much. Add a tab to the customization menu that lists all available - owned or shared - medical bays within antenna range (tangent, could require laser antenna to limit to line of sight.) This gives you the opportunity to show off a spicy animation as the engineer teleports away, and the suddenly empty medical room provides a backdrop to look at as the destination is rendered before the player "spawns" at the destination medical room.
- Only players can fast travel, their inventory is dumped into the grid they're departing from. This is another reason to use the medical room, since it is usually connected to a conveyor system. Flying ships would remain relevant for transporting cargo and other assets.
I didn't even know this was a problem before reading a lot of complaints about the new respawn. I've only done it once when I accidentally clicked the wrong medical bay. I found it very convenient, and didn't see any inherent potential for abuse beyond that already (and still) present in the medical room. I prefer the old respawn mechanic, the new one just seems to arbitrarily limit the options of solo players and server hosts. Although, that seems the be the theme of this update...