Pirate mine prison camp - dig for food

Deon Beauchamp shared this feedback 11 hours ago
Not Enough Votes

A captured engineer is given a drill and is expected to mine a quantity of ore by hand each shift to earn food.

Dying to re-spawn elsewhere is not an option, you will re-spawn back in the mine and weakened.

There will be a way to escape.

Earn more food than you need, steel a power pack or two, find a clue on where you are, choose your moment, and run. Make for the abandoned mining shack, it will be outside of re-spawn control.

Replies (2)

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This prison area could be called Clang's Graveyard.

It is a zone where vessels have a habit of failing causing them to crash.

This is the reason for mining by hand.

The further away from the mine the more functional vessels will be.

There will be wrecks near the mine with loot and the potential for some salvage.

The resource that the pirates are mining could be very rare.

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So what you are proposing is only an option for a special scenario, but not a systemic solution.

And someone would have to create such a scenario—and would have to create a world with special settings for it.

Simply because there is the option to choose the respawn location. This option would need to be restricted or disabled in some way. In SE1, there is the option of "suicide," or optional death.

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I was thinking of reasons why an enemy would not try and shoot the engineer out of the cockpit.

Taking engineers as captives came to mind, but this requires some extra mechanics for which I have made some other posts. (Not complete)


I suggested this scenario as a possible outcome of capture, there could be others.


Question 01 : For capture to be viable, confiscation of the equipment in the engineers backpack my need to happen, players may feel that this would be abusive, but it would be in keeping with the idea. What would convince players that this confiscation would be OK?

Question 02: Re-spawn variants. Is the re-spawn mechanic untouchable?

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I believe that both answers are "it depends on the scenario."

If we take SE1, when creating a game world, the world creator has quite a few options for setting rules, including respawn rules. We don't know what SE2 will bring. It would be nice if the scenario described could be implemented. Not even because of this scenario, but because of the possibility of setting another level of difficulty.

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