Red Ship needs a working escape pod
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I would like to be able to fly in the Red ship to Verdure and get to the surface in an escape pod.
If two little droids could do this in a film 50 years ago it should be the norm in SE2.
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I like this feedback
The idea of escape pods are an essential part of SE, let us see that they are a functional reality.
Providing a vessel with functional escape pods would be a delight to new players and not just something that is restricted to advanced players.
The idea of escape pods are an essential part of SE, let us see that they are a functional reality.
Providing a vessel with functional escape pods would be a delight to new players and not just something that is restricted to advanced players.
How do escape pods fit into the lore of the Almagest given the existence of Survival Kits in all of the stations and the ability to trigger a respawn a the touch of the <BKSP> key? Why would a ship designer spend resources to add an escape pod to a normal ship and what would be the use case? On the other hand, if your ship is headed out to a point beyond the range of any known survival kit, then the escape pod makes sense.
I acknowledge that SE1 got a lot of its replayability value from the variety of start scenarios that SE2 doesn't have at this point. But the Almagest has 15 sectors and they could script starts for each landmark in each sector.
Even then, I don't see the value of building an escape pod into your own ship. If an enemy is attacking your ship and willing I wouldn't bet on your changes of getting to an escape pod and surviving to start over.
Option 1. The escape pod is built into the core of the ship and is released when the ship disintegrates around it. This could easiest implement. You buy a giant container with an inviting airlock. and build your ship around it. At a later date, passing through the airlock stuffs you into the escape pod and violently ejects the pod into the environment.
Option 2. Containerized escape pods are locked on to the hull of your ship and are accessed though escape paths and air locks. You need several, or lots of them so that there will be one available and undamaged when you need it. Something made you want to abandon ship, and it was probably bad enough damage most things on the outside of your ship. Your challenge is to avoid the bad things and work your way into an intact pod.
How do escape pods fit into the lore of the Almagest given the existence of Survival Kits in all of the stations and the ability to trigger a respawn a the touch of the <BKSP> key? Why would a ship designer spend resources to add an escape pod to a normal ship and what would be the use case? On the other hand, if your ship is headed out to a point beyond the range of any known survival kit, then the escape pod makes sense.
I acknowledge that SE1 got a lot of its replayability value from the variety of start scenarios that SE2 doesn't have at this point. But the Almagest has 15 sectors and they could script starts for each landmark in each sector.
Even then, I don't see the value of building an escape pod into your own ship. If an enemy is attacking your ship and willing I wouldn't bet on your changes of getting to an escape pod and surviving to start over.
Option 1. The escape pod is built into the core of the ship and is released when the ship disintegrates around it. This could easiest implement. You buy a giant container with an inviting airlock. and build your ship around it. At a later date, passing through the airlock stuffs you into the escape pod and violently ejects the pod into the environment.
Option 2. Containerized escape pods are locked on to the hull of your ship and are accessed though escape paths and air locks. You need several, or lots of them so that there will be one available and undamaged when you need it. Something made you want to abandon ship, and it was probably bad enough damage most things on the outside of your ship. Your challenge is to avoid the bad things and work your way into an intact pod.
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