Escape Pods in the SE Universe

Nigel Haslock shared this feedback 6 hours ago
Not Enough Votes

There are several reasons why escape pods make no sense in a universe with survival kits that act as respawn points. The simplest one is that when the situation becomes untenable for an engineer they can always choose to respawn at the nearest survival kit that you can access. Trying to get to an escape pod in some other part of a ship in the middle of a catastrophe does not seem to offer as much chance of survival as immediate respawn in a survival pod.

In a lore friendly environment every player has a backstory that including at least one accessible survival kit. This means that the framing of any survival scenario needs a reason why access is denied.

For SE2 it could be that survival kits on the Calypso are all broken in the crash and the Almagest system is using a different system that you gain access to by signing up with the Colonization Authority. Assume that the factions have an independent networks.

Next, rather than Escape Pods ,consider calling them Survival Pods and having them seeded into under-explored regions. Having variants for breathable atmospheres, non-breathable atmospheres and vacuum (with and without gravity) might be useful. Each faction should have its own fleet of seed ships to deploy pods.

The Colonization Authority already needs station building systems. The stations are comparatively small and the components would easily fit in a large cargo container. I imagine a drone ship built around a cargo container that flies off in search of a building site, projects a base blueprint builds it around itself. In this dream, the drone's AI is a child of the Colonization Authority and powers the Contract and Trade terminals when they go online. Declaring it to be the source of survival pod seed ships just adds some depth to what it is doing.

Replies (1)

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Well, where to begin ?

SE1 is many games to many people, there are a number of play styles, objectives and rule sets that may be applied. The options to customise a standard game are many and can be expanded greatly by mods. Players can agree on goals by making spoken rules in addition to the restrictions offered in game. To note, permadeath is one of the options.

What SE2 will be is yet to be seen, I hope that it will continue to give many options for players.

I personally am not satisfied with the current re-spawn system, and controversially, believe in a cost for re-spawn, somewhere between the no consequence system and permadeath. I think that it would improve the tension and immersion in critical situations.

If you are onboard a ship it is always comforting and focusing to see the lifeboats ready and hopefully never used. Space travel should not be any different, though how this would be implemented does require consideration.

Q. What could be the reasons to abandon you main vessel ?

A. Usually immanent catastrophe where leaving the vessel can improve survival.


Q. What means are usefully available to achieve escape ?

A. Jetman, jetman + resources, survival grid, small vehicle, or re-spawn.


Q. Should re-spawn be an option on the list ?

A. May be, if it sets in game progress back awys or has another cost.


The idea of using an escape/survival pod is one a scale and autonomy. You may not be the pilot, you hear the alarms and the order to abandon ship. The main vessel could be huge and offer several optional routes to get off.

Conversely, this could be your vessel and you are the only crew member, re-spawn is easy and it removes potential gameplay.

The choice is one of avoid the challenge or do the grind, but having a choice is the best thing.

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