Cosmyk3 Cloning system
Cosmyk3 Cloning system
This is a proposal for the re-spawn system.
It is a little complex, but will motivate gameplay.
Thanks to Semtex and Kim Hansson for inspiration in a previous post.
The difficult bit is having a component type that is unique to an individual player.
Cloning is not a right, it is a privilege.
The cloning process requires 3 input parts:
Biosource
Personality Data
Cosmyk3 connection sphere.
Biosource is obtained from organic material and water
Personality Data is acquired via scanning and is loaded onto a datapad
Cosmyk3 is made from two elements - Cosmyk3 crystal and tuned cosmyk3 dust. The two elements are assembled into a spherical package casing.
The cloning process will consume the cosmyk3 sphere and the biosource, the data will remain intact. An amount of electrical power will also be consumed for the cloning process.
Untuned Cosmyk3 dust is produced from damaged cosmyk3 crystal.
The Cosmyk3 dust will require tuning over time and space to the person to be cloned.
It is possible to use tuned cosmyk3 dust from another person but this is a tricky process as the dust needs to be reprocessed and blended with the new recipients dust. Reprocessed dust will have a lower yield, but overall if enough reprocessed dust is available,it will shorten the time for tuning significantly.
The tuning process for Cosmyk3 dust relies on proximity and movement. The greater distance that you travel with untuned Cosmyk3 dust the more you will convert to tuned dust. It is advised for you to carry untuned dust whenever possible.
Over the long journey to the Almagest system a significant amount of tuned Cosmyk3 dust was created with you. You managed to take 20 spheres to keep you going for the coming days.
The Cosmyk3 cloning system uses the Cosmyk3 crystal as a connection to the universe and the Cosmyk3 dust as the connection to your conscience form. The dust and crystal are bound and packaged in a sphere for easy use and transport. The sphere, biosource, and personality datapad must be loaded into the cloning station. A body blank is produced from the biosource, the Cosmyk3 is infused over the blank, the connection is made and your personality data is added to your new bodies memory matrix. Your conscience and body are stabilized, before waking.
Cosmyk3 is a colony patented product and Cosmyk3 sphere assembly and parts are available at many trade stations, though the rewards are high for any resource materials used for the Cosmyk3 system.
Cosmyk3 crystals are occasionally recovered from refinery process waste.
Completed spheres are unique to the individual, will have no value to anyone else and can not be salvaged.
Cosmyk3 crystal has a market value.
Cosmyk3 untuned dust has a market value
Cosmyk3 tuned dust has a market value, though it may be illegal to sell at most trade stations, there are side traders willing to buy.
The Cosmyk3 spherical packaging process is a trade secret, the is machinery tracked and carefully guarded.
I had thought that there could be a limit to the number of different personality datapads used with any single cloning station, but that may be being mean.
Does any of this make sense?
This re-spawn system will add the need for travel, make your characters life have value, create resource decisions, and make visits to trade stations necessary. It may encourage PVP. Some elements of the process have not been defined here. Early game includes for many re-spawns and should help new players. Late game players will need to be careful. Over accumulation of cloning resources should prove to be difficult.
I was also thinking of worst case where no cloning resources were available, one option would be to have a colony worker clone re-spawn facility. This would be a charitable organisation to recover the lost, and to ensure that the colony size does not diminish.There would be no personality data, the player would loose all ownership of any previous goods, and all GPS locations would be lost. If the player could recover a personality datapad, ownership and GPS data could be restored. Worker clones would have to take on contracts to survive and accumulate wealth.
This re-spawn system will add the need for travel, make your characters life have value, create resource decisions, and make visits to trade stations necessary. It may encourage PVP. Some elements of the process have not been defined here. Early game includes for many re-spawns and should help new players. Late game players will need to be careful. Over accumulation of cloning resources should prove to be difficult.
I was also thinking of worst case where no cloning resources were available, one option would be to have a colony worker clone re-spawn facility. This would be a charitable organisation to recover the lost, and to ensure that the colony size does not diminish.There would be no personality data, the player would loose all ownership of any previous goods, and all GPS locations would be lost. If the player could recover a personality datapad, ownership and GPS data could be restored. Worker clones would have to take on contracts to survive and accumulate wealth.
IMHO unnecessarily, and unnecessarily complicated.
IMHO unnecessarily, and unnecessarily complicated.
This would be a lot easier to understand if there was a lore-free explanation of the mechanic added either to the start or end of the idea... If I'm understanding this right you want respawning to cost something, part of that being something hard to get and requiring time to manufacture, and if you don't have it you lose all your gps points and ownership of all your stuff.
As Semtex pointed out this wouldn't be practical for vanilla play, though I could see it as some manner of hard-core mode. As Vanilla new players would die too often and quit when they ran out of lives, and old players probably wouldn't be far behind if they had to respawn with less than they'd get starting a fresh game (nobody will go back for their stuff if it isn't right next to the mercy-site in a multiplayer server, hosts/admins/auto-cleanup would nuke it for being unowned before they managed the trip).
This would be a lot easier to understand if there was a lore-free explanation of the mechanic added either to the start or end of the idea... If I'm understanding this right you want respawning to cost something, part of that being something hard to get and requiring time to manufacture, and if you don't have it you lose all your gps points and ownership of all your stuff.
As Semtex pointed out this wouldn't be practical for vanilla play, though I could see it as some manner of hard-core mode. As Vanilla new players would die too often and quit when they ran out of lives, and old players probably wouldn't be far behind if they had to respawn with less than they'd get starting a fresh game (nobody will go back for their stuff if it isn't right next to the mercy-site in a multiplayer server, hosts/admins/auto-cleanup would nuke it for being unowned before they managed the trip).
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