Start game spawn option - Escaping Interrogation - no tools start

Deon Beauchamp shared this feedback 19 hours 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)

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

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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.

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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...

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Wow.

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