Medical Room Improvement (Survival): Cost to Respawn
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)
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.
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.
nonsense, a general rule cannot be applied, each style of sp and mp gameplay need to have the own rule
nonsense, a general rule cannot be applied, each style of sp and mp gameplay need to have the own rule
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.
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.
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.
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.
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."
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."
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.
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.
Hello, thank you for the suggestion. We do plan to solve death rewarding in some of following Majors.
Hello, thank you for the suggestion. We do plan to solve death rewarding in some of following Majors.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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).
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.
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.
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.
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.
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
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
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...
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...
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.
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.
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.
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.
The last thing newcomers or casual players need is something like this. If it's implemented, PLEASE make it an optional "Hardcore Mode" setting.
The last thing newcomers or casual players need is something like this. If it's implemented, PLEASE make it an optional "Hardcore Mode" setting.
>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)
>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)
What about accidental death due to glitchea/bugs/klang?
What about accidental death due to glitchea/bugs/klang?
i suggest an alternate idea:
instead of some sort of consumable or increase in cost....
introduce some sort of timer, which increases as you get closer to an enemy grid, with 0:00 being if you are outside of 3km radius, and upwards of an hour if you are within 5m of the grid/player
i suggest an alternate idea:
instead of some sort of consumable or increase in cost....
introduce some sort of timer, which increases as you get closer to an enemy grid, with 0:00 being if you are outside of 3km radius, and upwards of an hour if you are within 5m of the grid/player
I like the original idea, except for the use of consumables, and the bit about the gas. Taking away those two bullet points would make this a great idea. If you want to incur some sort of cost, perhaps the medbay incurs damage each time it respawns a player. That would leverage existing game mechanics to implement the same idea of "cost."
Regardless, the idea is great even without the "cost" concept (and the gas limit).
I like the original idea, except for the use of consumables, and the bit about the gas. Taking away those two bullet points would make this a great idea. If you want to incur some sort of cost, perhaps the medbay incurs damage each time it respawns a player. That would leverage existing game mechanics to implement the same idea of "cost."
Regardless, the idea is great even without the "cost" concept (and the gas limit).
I also have been thinking about biomass consumption for growing a new clone when respawning.
Add a limit amount of biomass to starter pod/ship then add biomass to the loot drop pods and NPC ships and make it more of a hunt between players to find them.
Add a big stationary block for growing biomass that requires dirt, ice, sunlight and warm climate. That will create a trade gods that will more efficient to produce on planets and make planetside bases more interesting.
Add the ability to open up the Medbays for everyone to spawn at a SC coast. Then factions that operates a space stations can make a profit from people spawning at their station.
If you can't spawn because your out of biomass you can start with a new starter pod/ship but it will cost you SC from your account. (if u have negative credit then your reputation will decrease).
I also have been thinking about biomass consumption for growing a new clone when respawning.
Add a limit amount of biomass to starter pod/ship then add biomass to the loot drop pods and NPC ships and make it more of a hunt between players to find them.
Add a big stationary block for growing biomass that requires dirt, ice, sunlight and warm climate. That will create a trade gods that will more efficient to produce on planets and make planetside bases more interesting.
Add the ability to open up the Medbays for everyone to spawn at a SC coast. Then factions that operates a space stations can make a profit from people spawning at their station.
If you can't spawn because your out of biomass you can start with a new starter pod/ship but it will cost you SC from your account. (if u have negative credit then your reputation will decrease).
I think the biggest problem with the no-cost respawn system is how it gives you the possibility to teleport-by-suicide hundreds or even thousands of km without any cost. Overall, I would agree that respawn needs some sort of cost in any case, but the issue with the ability to instantly get yourself away from your current position to another place far far away is just something that takes a lot away from gameplay. I'm not even thinking about PvP here, I prefer to play SE as co-op/PvE with friends and the idea that if you find yourself in an unfavourable place far away from your base with no easy way of getting back, this creates a scenario for you to fight against. If you have friends that can help you, it gets them involved as well. Maybe you'll need to build something up over there, think or, engineer, your way out of the situation. But right now you can instead just hit the respawn button and it won't matter if you're sitting on some moon 1000 km away from your mega-base, you'll be teleported to your comfort-zone instantly. I feel like this is a real missed opportunity for the game with exploration mechanics (not just survival).
So the solution I propose is something I think that could actually avoid the issue with over-punishing players during the early-game stage. I think implementing an energy-based cost that also takes into account the distance between your position of death and the survival kit/medical room you're trying to spawn at could make a huge difference. So the further you are from your respawn device, the more energy the device will want to consume to "resurrect" you. When people talk about using the respawn system for teleportation, there are always the ones who support exploiting it and the ones who are trying to find ways to block it from happening. What I suggest is to have a formula like the one in use for the laser antenna. So maybe up to about 50 km of distance, your respawn cost would be calculated based on a linear formula and it would not cost anything substantial. This would make sure the system isn't punishing during early-game since it's unlikely that someone at that point would be that far away from his base. However, above 50 km the formula could change to a non-linear function where the energy requirement could increase exponentially based on distance. This would technically make it not impossible for you to respawn on that outpost you built 2000 km away, but maybe it will tell you your medical room there will draw 1 GW of power for 2 minutes to charge up. Or it could be instant without a timer, but it would still draw the same amount of energy. But you would basically need that amount of energy stored and have enough max power output as well to support something like this, or the system would just warn you it can't spawn you there.
This would make teleportation not technically impossible, but instead it would stop it from being an "exploit" but rather a more legitimate game mechanic that just requires you to have the necessary infrastructure for it. It would stop suiciding at will and improve cooperation between players, as you would need to work together if you're actually stranded somewhere, which gives you challenges to overcome during late-game. It would still make it possible and feasible to have respawn points on your nearby ships, so you could respawn there if you actually got killed without suiciding. But if you just wanted to teleport back to your base hundreds/thousands of km away instead of spawning at your nearest respawn point on your ship, that would incur a huge cost and discourage you from possibly even thinking about it in the first place.
I think the biggest problem with the no-cost respawn system is how it gives you the possibility to teleport-by-suicide hundreds or even thousands of km without any cost. Overall, I would agree that respawn needs some sort of cost in any case, but the issue with the ability to instantly get yourself away from your current position to another place far far away is just something that takes a lot away from gameplay. I'm not even thinking about PvP here, I prefer to play SE as co-op/PvE with friends and the idea that if you find yourself in an unfavourable place far away from your base with no easy way of getting back, this creates a scenario for you to fight against. If you have friends that can help you, it gets them involved as well. Maybe you'll need to build something up over there, think or, engineer, your way out of the situation. But right now you can instead just hit the respawn button and it won't matter if you're sitting on some moon 1000 km away from your mega-base, you'll be teleported to your comfort-zone instantly. I feel like this is a real missed opportunity for the game with exploration mechanics (not just survival).
So the solution I propose is something I think that could actually avoid the issue with over-punishing players during the early-game stage. I think implementing an energy-based cost that also takes into account the distance between your position of death and the survival kit/medical room you're trying to spawn at could make a huge difference. So the further you are from your respawn device, the more energy the device will want to consume to "resurrect" you. When people talk about using the respawn system for teleportation, there are always the ones who support exploiting it and the ones who are trying to find ways to block it from happening. What I suggest is to have a formula like the one in use for the laser antenna. So maybe up to about 50 km of distance, your respawn cost would be calculated based on a linear formula and it would not cost anything substantial. This would make sure the system isn't punishing during early-game since it's unlikely that someone at that point would be that far away from his base. However, above 50 km the formula could change to a non-linear function where the energy requirement could increase exponentially based on distance. This would technically make it not impossible for you to respawn on that outpost you built 2000 km away, but maybe it will tell you your medical room there will draw 1 GW of power for 2 minutes to charge up. Or it could be instant without a timer, but it would still draw the same amount of energy. But you would basically need that amount of energy stored and have enough max power output as well to support something like this, or the system would just warn you it can't spawn you there.
This would make teleportation not technically impossible, but instead it would stop it from being an "exploit" but rather a more legitimate game mechanic that just requires you to have the necessary infrastructure for it. It would stop suiciding at will and improve cooperation between players, as you would need to work together if you're actually stranded somewhere, which gives you challenges to overcome during late-game. It would still make it possible and feasible to have respawn points on your nearby ships, so you could respawn there if you actually got killed without suiciding. But if you just wanted to teleport back to your base hundreds/thousands of km away instead of spawning at your nearest respawn point on your ship, that would incur a huge cost and discourage you from possibly even thinking about it in the first place.
Another way to add a cost to prevent its use for teleporting is adding a time to respawn based on distance to medbay.
For short ranges, like a few kilometers this could be seconds or less, but increase respawn time with distance, or possibly, the extra distance from your closest med bay.
That way, if you have a base but die in a crash that destroys your ship you can respawn instantly, but if your ship still exists with a working med bay and you choose to respawn at another one you incure a penalty based on the extra distance.
New players will not be affected at all, but established players will have to weight the time to respawn to the time to jump or travel some other way.
This might be circumvented using timers to turn of your local med bay to force a respawn at another one, but that requires a bit of extra work.
You could also add an extra penalty if you spawn back to an area you recently left (like, when you spawn far away you leave a quarantine zone of a few kilometers around all med bays that where closer than the one you went to and spawning back into the quarantine zone also adds a significant penalty.
That way the penalty is limited to the most obvious abuses.
Another way to add a cost to prevent its use for teleporting is adding a time to respawn based on distance to medbay.
For short ranges, like a few kilometers this could be seconds or less, but increase respawn time with distance, or possibly, the extra distance from your closest med bay.
That way, if you have a base but die in a crash that destroys your ship you can respawn instantly, but if your ship still exists with a working med bay and you choose to respawn at another one you incure a penalty based on the extra distance.
New players will not be affected at all, but established players will have to weight the time to respawn to the time to jump or travel some other way.
This might be circumvented using timers to turn of your local med bay to force a respawn at another one, but that requires a bit of extra work.
You could also add an extra penalty if you spawn back to an area you recently left (like, when you spawn far away you leave a quarantine zone of a few kilometers around all med bays that where closer than the one you went to and spawning back into the quarantine zone also adds a significant penalty.
That way the penalty is limited to the most obvious abuses.
Mind, the frequency with which SE kills players unexpectedly and unjustifiedly simply from SE being SE would make a respawn cost a significantly and unproductively frustrating feature. As in, rather than "I like the challenge because it forces me be more creative and to work less recklessly", it's "WHY DID I JUST DIE KEEN FIX YOUR DAMN GAME".
Mind, the frequency with which SE kills players unexpectedly and unjustifiedly simply from SE being SE would make a respawn cost a significantly and unproductively frustrating feature. As in, rather than "I like the challenge because it forces me be more creative and to work less recklessly", it's "WHY DID I JUST DIE KEEN FIX YOUR DAMN GAME".
mhmm ... consumables and clone setting EVE Online style should be a good improvement
mhmm ... consumables and clone setting EVE Online style should be a good improvement
What if you can’t afford to pay the respawn costs? Save file deleted/ permanent server ban?
What if you can’t afford to pay the respawn costs? Save file deleted/ permanent server ban?
Make a separate block for revival that only faction leaders can build, no more than one. Make NPC corporations accessible and make starting points with them. Limit the number of corporations on the server. Medical units are for treatment only. Significantly cut down the jetpack so that it can only be used for rescue.
Make a separate block for revival that only faction leaders can build, no more than one. Make NPC corporations accessible and make starting points with them. Limit the number of corporations on the server. Medical units are for treatment only. Significantly cut down the jetpack so that it can only be used for rescue.
Make starting ships free at stations, with a limit on the number of purchases.
Make starting ships free at stations, with a limit on the number of purchases.
How can I collect a consumable item used by the Health Department to fnaf revive?
How can I collect a consumable item used by the Health Department to fnaf revive?
Why not have a consumable container of primordial bio goo that would be required to rebuild an engineer. Could be a byproduct of the oxygen farm, just add ice and trees!
Why not have a consumable container of primordial bio goo that would be required to rebuild an engineer. Could be a byproduct of the oxygen farm, just add ice and trees!
Add an option to med room to spawn with no tools/gasses regardless of the world settings.
Medkits/med components placed in med room inventory could be used to speed up respawn otherwise it would take much longer.
Add an option to med room to spawn with no tools/gasses regardless of the world settings.
Medkits/med components placed in med room inventory could be used to speed up respawn otherwise it would take much longer.
Question 1: Should the form of the spawn depend on whether the game is single player/co-op or multiplayer/pvp?
Question 2: When an engineer spawns, have they just walked through the special door of Mr. Ben's local costume shop?
There are many things that I would like to see in space engineers, but I do enjoy the feeling of the engineers life having value.
It can create tension in the gameplay, it changes decision making, and adds to the feeling of success when overcoming a 'dangerous' challenge.
Question 1: Should the form of the spawn depend on whether the game is single player/co-op or multiplayer/pvp?
Question 2: When an engineer spawns, have they just walked through the special door of Mr. Ben's local costume shop?
There are many things that I would like to see in space engineers, but I do enjoy the feeling of the engineers life having value.
It can create tension in the gameplay, it changes decision making, and adds to the feeling of success when overcoming a 'dangerous' challenge.
As people pointed out, having material cost can just punish players for bugs, so cost probably should be in 'time' for personal ships (time to charge?) , at least to defeat timers. Npc stations on the other hand can incur Credits cost. And player can potentially collects credit cost from other players.
As people pointed out, having material cost can just punish players for bugs, so cost probably should be in 'time' for personal ships (time to charge?) , at least to defeat timers. Npc stations on the other hand can incur Credits cost. And player can potentially collects credit cost from other players.
I like the idea of "time to charge" aka "Please wait while we grow your new clone body." so it puts a delay on respawns just like the spawnship timers. It would be based on the same multiplier world setting so the default "1X" would be something like 15 seconds and the timer would change based on your current power supply level (only have 1kw available then you'll have to wait 5 min but if you have 1mw available then instant respawn. This would give both a reward and challenge for everyone.
I like the idea of "time to charge" aka "Please wait while we grow your new clone body." so it puts a delay on respawns just like the spawnship timers. It would be based on the same multiplier world setting so the default "1X" would be something like 15 seconds and the timer would change based on your current power supply level (only have 1kw available then you'll have to wait 5 min but if you have 1mw available then instant respawn. This would give both a reward and challenge for everyone.
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