Respawn Mechanics - Introducing Clones

Temir Ra shared this feedback 5 years ago
Submitted

MOTIVATION

I was hoping to see some changes on that in the survival overhaul. Since the basic idea behind respawn mechanics seem to remain as is for now, I thought to share my thoughts on that.

"Survival feeling" is suffering hard when you die (or suicide), and then respawn thousands kms away on a different planet in a matter of moments without any drawbacks or costs. In the following I'll propose a few key points for discussion.

The following blocks/mechanics are affected/introduced:

  • clone
  • cryo chamber
  • respawn mechanics
  • medical room
  • survival kit
  • new components

Some thoughts how this may affect the gameplay follow at the end.

CLONE

The player is represented by a clone which is infused with a player specific "state of progress".

"State of progress" includes:

  • ownership of blocks
  • GPS
  • more?

Any ideas for the repository for the states of progress? Maybe a star-system-wide-repository-mainframe at specific GPS (or multiple locations) which is managed and defended by a hardcore drone AI?

CRYO CHAMBER

Cryo chamber must be an assembler for clones.

Two or three different tiers of clones must exist. Differences could be:

  • higher antenna range
  • more power
  • more cargo
  • more hit points
  • faster moving
  • higher jumping

Assembling a clone must consume a specific amount of clone components based on the clone tier.Disassembling a clone inside the chamber must return its components except for synapse components.

A damaged clone (reduced health) may be repaired when inside the chamber.

The amount of consumed clone components for repair must depend on the amount of repaired damage.

The tier of a clone in the chamber may be changed (regain component for downgrade and consume for upgrade).

"State of progress" may be synchronize when the a clone is inside the chamber.

Using an antenna connection, a clone may be transferred into a different chamber

RESPAWN MECHANICS

Respawning is the process of 4 steps

1) select a cryo chamber

  • which are available?


2) "download" your last synchronized state of progress

  • should consume lot of energy
  • may require a laser antenna as discussed at the end?


3) assemble a clone of a specific tier

  • must allow selection of clone tier if no clone is inside the target chamber
  • assemble duration should be quite long
  • must consume some energy
  • clones may be pre-assembled for quicker respawn


4) infuse the downloaded state into the clone

  • must consume some energy
  • duration must depend on the tier of the clone used (lower tier means longer infusion time)


MEDICAL ROOM

Must provide the same functionality as assembler but limited to the new type of components (should then be smaller, no?).

No healing, no refuel, no recharge.


SURVIVAL KIT

Must provide an interface to refuel and recharge the suit/clone

Must provide an interface to repair minor clone damage (means can repair only if health, let say, > 40%?) by consuming only basic clone components.

NEW COMPONENTS

Introduce new components to be used to assemble a clone.

All clone components may be created in a medical room.

Basic clone components may be created in a survival kit to repair minor clone damage.

PROPOSED COMPONENTS

Clone structural components (20%):

  • gravel (70%)
  • nickel (20%)
  • iron (10%)

Muscle fibers (70%):

  • ice (60%)
  • silicium (35%)
  • silver (5%)

Nerve cell material (8%):

  • ice (80%)
  • silicium (12%)
  • gold (8%)

Synapse material (2%):

  • ice (80%)
  • silicium (12%)
  • silver (5%)
  • gold (2%)
  • platinum (1%)

SOME THOUGHTS

  • People will hopefully watch their lives more carefully..
  • Kind of a more realistic feeling, no?
  • From what I understand now, the concept of creating a respawn hub seem to be eliminated with the survival overhaul. I would like to preserve the ability to "select" a respawn location. Or something like an "interplanetary link hub" as mentioned above.
  • Synchronizing current state of progress (and thus the ownership of blocks) may require an antenna (or maybe even a laser antenna to connect to specific GPS where the mainframe is located) to kind of "upload" the ownership claims into the previously mentioned star-system-wide-repository? Losing antenna (or basically the ability to "synchronize") might mean that the blocks one constructed are owned by nobody until the next sync? More reasons to be a pirate, argh!
  • I'm sure there is much more i didn't think of yet..


I understand that few thoughts are far from beeing complete, so let me know if you have questions!

Replies (1)

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2

The idea is pretty nice, but it has issues with early-game respawning unless I missed something. You're not always gonna have all components at the start

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Thank you for your comment. You are right! You will not be able to assemble a new clone (in other words: respawn on death) until you get access to platinum. But this is on purpose. My feeling is that dying is not related to any drawbacks: I want people to loose everything if they don't take actions to establish and maintain a stable resupply on clone-material. I think this will also strengthen the faction gameplay.

I see the issue you pointing out, so consider the following addition:

A world option where the game owner may set up a number of high-tech clone components which you get when you join the game as a new player.

As long as the player has no access to platinum yet, he or she will need to rely on starter-clone-components. Consider the amount of starter-clone-components to be kind of an starting handicap for the world.

To repair clone damage you need the following components based on the current health status:

  • minor damage: when current health is > 40% only clone structural components and muscle fibers are required
  • major damage: when current health is between 20% and 40% nerve cell material components are required to repair damage up to 40%
  • critical damage: when current health is < 20% synapse material components are required to repair damage up to 20%

Clones of other (dead) players may be collected into players inventory to disassemble into clone components (scraping synapse material).

Survival kit must repair only minor damage.

Survival kit must assemble only clone structural components and muscle fibers.

Medical Room must assemble all clone components.

Cryo chamber may repair any damage.

Since the cryo chamber would be able to disassemble a clone inside it (and regain components to repair minor and major damage), PvP will get a new role within the gameplay. ^^

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