Cosmyk3 Cloning system

Deon Beauchamp shared this feedback 21 days ago
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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?

Replies (3)

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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.

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IMHO unnecessarily, and unnecessarily complicated.

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It is complicated, convoluted and in gameplay terms steep to learn, yes. There have been many ideas on solving the re-spawn problem, none have been complete, none solve the needs of all gameplay styles. I am not saying this idea is perfect, it does need work. I am suggesting that this is a different approach where effort is required on the players part, factions will find it difficult to accumulate an over abundance of re-spawn wealth, commerce is a necessary interaction, and teleporting is expensive.

It is not SE1.


Initially new players need not learn the details of the cloning system if they are careful. Experienced players say they like engineering, should enjoy the complexity, and will try to find ways to exploit the process. Some balancing will be required to get Goldilocks' porridge just right.

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The problem is that it is too easy to die in SE1 – and novice players die very often until they learn the "safety rules." I believe this is correct – space does not forgive mistakes.


In my experience, 95–98% of the time when I die, it is due to work-related accidents, mainly collisions with structures, usually due to misjudging speed and/or distance... Fatal accidents caused by welders are also very common. On the contrary, death in combat is rather rare.


For a newcomer to the game, resurrection must be simple and hassle-free – it is unimaginable to learn a complex process, especially with the purchase of components, as you suggest.


Even the temporary loss of "better" equipment in SE1 (remaining at the place of death) or the loss of certain knowledge and waiting for respawn (suggested for special scenarios) is "the limit of what is tolerable."

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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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My apologies for the lore based presentation, I found that it was a useful method to form an idea. It's essence may not be easy to extract.

I do not like the re-spawn system in SE1, it uses game magic without explanation.

Some magic I can live with, re-spawn needs work for the magic to be acceptable.


When a character's life is cheap there is little trepidation.

The character's life is so cheap that dying to teleport has been normalised. For me this breaks any sense of immersion. I would rather have a teleporting wrist watch in the game than the re-spawn teleport.

I have little care about multiplayer on custom servers as they can mostly change anything that is not liked and add extras where new gameplay is required. The standard single player base level experience is the most important, as this is how most new players will come to the game. New players will expect to learn a system of character value and how to get back into the game after character death, it does not have to be the same as SE1.

I have read many posts on multiple forums on the re-spawn system, there are a lot of views and people will be unsatisfied with even the tiniest of details and rarely take into account other peoples play styles and settings.

My suggestion is far from perfect, it appears complex mainly through unfamiliarity. What I have seen in gaming is that people can learn quickly if they have the desire to play. Some systems do put people off from playing, and that is where tutorials and gameplay videos can help.

The last time I suggested a cost for cloning the biggest argument against it was how would it scale between an established faction and someone fresh coming into a multiplayer game. They would have all of the resources and you would quickly loose yours. I have been trying to solve this and make a cost for cloning work for game variations.

Have suggested 20 re-spawn spheres to start, but this could easily be changed. How many times does a player have to die before they get the idea of not dying? I looked at gameplay videos where a death count was bing kept, though these were experienced players, and knew how to get the best out of meatshields, so I picked 20. Do you think PVP matches would be better if you had some lives before being eliminated?

Anyhow, may be this idea would suit some other game.

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I am extremely aware of the issues with free respawn, and there's nothing wrong with the scenario or the lore conceptually, or with having the requirements be part of a setting somewhere. The problem is I've seen more than enough new people hop in to a multiplayer game with no more foreknowledge than how wasd+mouse game-movement typically works and players bad enough at remembering they can't stop because they need to slow down first that their bodies should crush the nearest planet in to neutron-degenerate-matter. So, its a cool idea, but it would at least from my point of view probably need to be turned off by default.

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