Start game spawn option - Escaping Interrogation - no tools start

Deon Beauchamp shared this feedback 2 days ago
Not Enough Votes

A hard mode start option. No tools, no jet pack fuel, limited time in some areas.


You start in a locked interrogation room awaiting questioning on suspicion of smuggling contraband.


There is an attack on the facility and you are abandoned.


Don't die.

Escape.

Find means to stay alive.


Your room and two adjoining rooms are still air tight, for now.

Prepare yourself, assess your options, gather resources, find a way out, avoid trouble.

The location of some essentials are randomised.

You will find med kits and power kits among other useful items.

There could be competition.

Replies (2)

photo
1

Do not worry, you did not do the deed, but someone did.

photo
2

Deon - your suggestion leads me to some interesting thoughts...

* The birth of an engineer - the engineer's body is essentially cloned. It is created in a medical center in a certain (adjustable) amount of time from organic matter, oxygen, and ice/water (in SE1, the medical center has something that looks like two large tanks, large enough to contain a human body). The engineer's consciousness is implanted into this unconscious clone, and the clone can leave the tank. Consequence: it is desirable to have cloned bodies prepared in advance, otherwise respawn takes a long time - say tens of minutes to several hours... Consequence 2: the player must take care of their body, protect it, respawning is not free and can take quite a long time... Consequence 3: a large ("clan") ship with a multi-member crew must have several medical centers. To avoid misunderstanding - an engineer is born as a normal human being and only later becomes a space engineer. So consciousness (soul?) cannot be duplicated...

Consequence 4: consciousness is preferably implanted into one's own clones, but if there is no other option, then into foreign ones (with consequences such as loss of knowledge)... The possibility of capturing an engineer... and the beginning of the story proposed by Deon.

And also - the possibility of the engineer's definitive death in a given world...

* An engineer's body is prepared for the dangerous space environment. So it can withstand more than a normal human body. It can remain conscious for several minutes in a vacuum... add other abilities yourself...

* Clothing, mainly a spacesuit – clothing should have several layers, including the option of bare skin or something like full-body underwear. Simply the basic, bottom layer of clothing, in which the engineer climbs out of the cloning tank. It contains connections for monitoring status and some other functions. Furthermore, according to my design of flight suits and spacesuits... ( https://support.keenswh.com/spaceengineers2/pc/topic/45275-space-suits ) Consequence: The engineer respawns only in his basic form. All other equipment, like breathing apparatus, spacesuits and clothing, tools, weapons, etc. should be prepared in advance somewhere near the medical center. The reason for preparing them in advance...

* There should be a wider range of tools, especially at the "lower end" of the range. For example, the good old crowbar...

* Objects, especially containers, should have two options when "cutting" - "disassemble" and "open", with the "open" option being much faster to execute.

* There should be a wider range of consumable items – in reasonable sizes and weights, all of which can be produced by players at the basic level. After all, these are means of survival. An oxygen cylinder the size of a two-liter soda bottle weighs about 1-2 kg and contains just over half a kilogram of oxygen at a pressure of 200 atm. In the real world, that's at least two hours' worth of oxygen. Similarly large replacement battery weighing about 5 kg would have a capacity of several to several tens of kWh, which should ensure the basic operation of the suit for several hours. First aid kit - car first aid kits and individual military first aid kits could serve as good examples. A large "wall-mounted" first aid kit could also contain oxygen masks with an oxygen supply for several tens of minutes and some disposable airtight clothing. These need to be manufactured and used in the construction of the first aid kit (or the wall-mounted first aid kit is a small container).

I am fully aware that some ideas/proposals represent a "hardcore" approach. They are focused on survival and the "story" concept of the game. I assume this is also the approach that Deon suggested at the beginning of this topic.

photo
1

Similarly, various "computer blocks" could be required to contain (as a small container) items "datapads" with valuable data and information. These could be removed, thereby rendering the blocks inoperable on the one hand, and on the other hand providing information and the ability to copy the functionality of the blocks.

For example, a "program block" contains four (or eight or...) positions for datapads. Two slots are mandatory for the block to function ("system"). For each additional script, another datapad is required on which the relevant script is stored.

Similarly, an autonomous robot miner could have the necessary navigation data stored on a datapad...

The datapad could also contain "recipes," building instructions, and blueprints that an engineer can learn... Again, this would be significant, for example, in a story where a captured engineer starts out with damaged memory...

photo
1

Wow.

photo
1

Love it!

Reminds me of a conversation we had on another topic: "NPC - Hobbies/Side hustles".


https://support.keenswh.com/spaceengineers2/pc/topic/48940-npc-hobbiesside-hustles-and-active-modes


If I understand your suggestion correctly about how you envision respawning:

Assuming the player dies, does the clone pod receive a signal that monitors the dying vital functions and thus revives the clone using the information from the data pack?


And if no ready-made clone exists, a new one is created as long as the necessary resources are available.


Could clones be created that act as NPCs? If so, could one also respawn in an already awakened clone? (Possibly to activate/deactivate on different servers)


Can data packs be traded between players and/or NPCs? Could this represent the tech progression tree? So that data packs can be found in the World or obtained from characters as you progress through the story. This would also mean that the higher the level, the more computer blocks with data packs need to be connected to the respawn clone tank.

photo
1

I am not a good English speaker, so I use a translator. Some statements may be translated inaccurately or literally negated by the translator. :(


First and foremost: let us strictly distinguish between the Player (P) and the Player's Character (PC, avatar). The consciousness of the player's character is conditioned by the existence and presence of the Player's consciousness in a given specific game world. Without the presence of the player's consciousness, the player's character turns into a non-player character (NPC) - or does not exist at all.

In this sense, the player is a higher-order existence than the player's character.


In the game world, no signal is needed to indicate the death of the player's character, the player's avatar. Everything is tied to the existence and presence of the player's consciousness.

The player receives a prepared clone, a new player character, a new avatar, whose characteristics, abilities, and "usable knowledge" are determined by the rules of the game applicable to the given game world.


I don't think it would be right to allow trading avatars. The player's character is tied to the player's game identification.


The player's character exists only in a specific game world, and its characteristics and knowledge (especially knowledge of the technology tree) are tied to that specific game world and governed by the rules of that specific game world.

Logically, a player can create any number of player characters in any number of game worlds— but only one in each game world.

Each character is governed by the rules of the world in which it exists. If the rules of the world allow it, the player's character can draw knowledge, especially grid blueprints, from the player's inventory.

photo
1

I think there may be a possibility to trade "surplus" data packages, as well as the possibility to duplicate specific data packages under certain circumstances.


* A data package (or its information carrier—datapad—let's call it an "information datapad") containing game information about technologies (technology tree) is inserted into the player character's "knowledge" package when "read" by the player character, and the information carrier is destroyed (deleted from the inventory). The "learning" action can be automatic. It should not be possible for the player's character to possess an "information datapad" whose contents they do not know.

* I assume that game "information datapads" are only similar in appearance to standard datapads, but are otherwise objects of a different type, treated in a special way by the game engine.

* I assume that the game world is informationally isolated - in the game world, there are only grid blueprints provided by the game world and grid blueprints created by the player's character in that game world. Transferring finnished grid blueprints from other game worlds is not allowed.

* A data package (or its information carrier - datapad) containing game information about the construction - "blueprint" - is inserted into the player's character's "knowledge" package when "read" by the player's character, and the information carrier is destroyed (deleted from the inventory).

* If the player's character's knowledge package already contains the relevant information, nothing happens. The player's character can manipulate the information carrier within the rules of the game. They can put it in storage, throw it away... Another player's character can take over such a datapad and use it according to the previous rules.

* The player's character can deliberately destroy the datapad or the information it contains - "erase" it in a specific way. Upon deletion, they gain some specialized game "information points," say 10% of the PCU of the described object or structure. Game "information points" are non-transferable - in principle, they are the player's character's expanded knowledge.

* The player's character can duplicate the datapad. To do so, they need an "empty/clean datapad," "sample/source datapad," and game "information points" worth the PCU of the copied object or structure/grid. A "normal datapad" is converted into an "information datapad" during the process. The process should be simple, with no special requirements for copying devices.

* Information datapads can be sold in vending machines for game currency, game money.

photo
Leave a Comment
 
Attach a file
You can't vote. Please authorize!