Forums » Suggestions
Suggested many times before by different players, including <alloh>.
Make death penalty. E.g. 30 sec penalty.
Make death penalty. E.g. 30 sec penalty.
It would be annoying, but I might like it. It would make death something to be avoided in a large-scale battle, which it really isn't right now. A lot of times it's faster and easier to die and come back than to fly to a station and repair, especially if your armor is low and a repair would be nearly as expensive as a new ship. The station interface could should a progress bar that says "cloning in progress" or something, but you should be able to use the rest of the station interface while that occurs. You just couldn't launch until it was done.
I'm on the fence about it, but it's something I'd at least be interested to test in a large-scale battle (especially a conquerable station battle) to see how it affects things.
I'm on the fence about it, but it's something I'd at least be interested to test in a large-scale battle (especially a conquerable station battle) to see how it affects things.
+1
Uploading your memories to a new body {====-.......}
And, when you re-home, another shorter delay while "Transfering your memories to this station {==-....}"
Uploading your memories to a new body {====-.......}
And, when you re-home, another shorter delay while "Transfering your memories to this station {==-....}"
I am not dev, but don't see big problems in implementing these suggestions. At least brand new VO expierence guaranteed. EVE's idea with clones makes sence.
-1 There is already enough of a delay. There is no fucking way I am going to wait 30 seconds and still return to the fray.
+1 for a penalty centered around credit cost beyond ship replacement.
+1 for a penalty centered around credit cost beyond ship replacement.
No thanks.
Ehm, no. One of the very nice things of VO is the mindless combat (or so I've heard), delaying every bout for 30 seconds is NOT going to win any favors.
Spacequake ftw
Spacequake ftw
space quake for the lose. Even if you do instant respawn in games like quake (which often times will have cool down timers) in most games there is no objective except kill everyone who is not you or your team. The most comparable situation to vendetta is CTF and station conquest. In games like quake even if you insta-respawn you will be far enough away from the flag and it will take a long enough time for you to return to the battle that the cool down is not necessary.
The problem with VO is you can be one jump away from the battle and respawn with the exact same setup over and over again, you don't have to go look for weapons stashed around the map. The fact that it is beneficial to die instead of try to stay alive is what is keeping this game from being a true RPG. Any other RPG when you rez there is either a cool down or you have to run your ghost back to your body etc.
also I would be in favor of the cool down being more like 20 seconds.
The problem with VO is you can be one jump away from the battle and respawn with the exact same setup over and over again, you don't have to go look for weapons stashed around the map. The fact that it is beneficial to die instead of try to stay alive is what is keeping this game from being a true RPG. Any other RPG when you rez there is either a cool down or you have to run your ghost back to your body etc.
also I would be in favor of the cool down being more like 20 seconds.
I think a case can be made that we already have that in VO Pey. You have a second or two of rebuy and launch time assuming your ready at the mouse click. Depending on where your homed, you've probably got around a 5 second + trip to the jump point. Even assuming its a same system fight unlike Serco for Deneb, your usually not going to jump into the midst of the battle, so your going to have another good 5 seconds or so of fly time. So we're already approaching 15 seconds right there, and that's assuming I'm not understating it.
The only thing adding a time penalty will do is create more runners.
Yes, at a certain point, dying is beneficial in VO. This is one of the positive aspects of the game- one that means there's actually going to be non stop action when there is a war happening. Implement this and your going to end up with dead time. Because it will be necessary for one side to regroup outside the battle zone prior to entry. So your going to end up with increasingly unbalanced sides as one side is killed or flees. By the time everyone is regrouped and ready to re-enter, the adrenalin will have worn off and each successive round of this will become less fun.
The only thing adding a time penalty will do is create more runners.
Yes, at a certain point, dying is beneficial in VO. This is one of the positive aspects of the game- one that means there's actually going to be non stop action when there is a war happening. Implement this and your going to end up with dead time. Because it will be necessary for one side to regroup outside the battle zone prior to entry. So your going to end up with increasingly unbalanced sides as one side is killed or flees. By the time everyone is regrouped and ready to re-enter, the adrenalin will have worn off and each successive round of this will become less fun.
60 seconds is not unreasonable and would greatly improve group combat dynamics; what's boring is a group of 2-4 highly skilled pilots trouncing a group of 5-8 [VPR] again and again and again, only to see an unbroken stream of quick respawns into the disputed area. +10000000
pey +1
Death Fluffy, my point is that there should be some penalty for dieing, not exactly time, it can be credits, whatever. Don't want to wait 30 seconds? Pay 100000 credits instead.
Yes, at a certain point, dying is beneficial in VO.
true, life in VO doesn't cost anything (only counter in your character stats menu), moreover there are tons of situations when death is an option.
And yes, I suggested old-story threads, because this situation ruins my outlaw business for years.
Death Fluffy, my point is that there should be some penalty for dieing, not exactly time, it can be credits, whatever. Don't want to wait 30 seconds? Pay 100000 credits instead.
Yes, at a certain point, dying is beneficial in VO.
true, life in VO doesn't cost anything (only counter in your character stats menu), moreover there are tons of situations when death is an option.
And yes, I suggested old-story threads, because this situation ruins my outlaw business for years.
Why pay bounty for killing someone... who will respawn immediatly are resume his bad actions??
Why pay a rat if he charges me more than value of ship+cargo?
Death penalty FTW!
Why pay a rat if he charges me more than value of ship+cargo?
Death penalty FTW!
Pirren, my point there was about 'fun' rather than cost. I understand the rp value. However, much like the removal of the apl, implementing a timed respawn would have a negative impact on VO.
Edit: Also, think of how long a new player is going to hang around if they have to sit with their thumbs up their ass for 20-30 seconds every time they die trying to learn the combat system.
Edit: Also, think of how long a new player is going to hang around if they have to sit with their thumbs up their ass for 20-30 seconds every time they die trying to learn the combat system.
It would not have to be a drastic duration to give appreciable pause and punctuation to excitement outside of a station. Property loss can be hard to internalize but withdrawal from addictive fun and minor quiet moments of victory along with anticipation of these things can do much to make a game more engaging. 20 seconds sounds appropriate.
but you should be able to use the rest of the station interface while that occurs. You just couldn't launch until it was done.
This would be essential.
It might feel too artificial but being able to toggle your weapons between normal and respawn penalty causing damage might be useful.
but you should be able to use the rest of the station interface while that occurs. You just couldn't launch until it was done.
This would be essential.
It might feel too artificial but being able to toggle your weapons between normal and respawn penalty causing damage might be useful.
withdrawal from addictive fun and minor quiet moments of victory along with anticipation of these things can do much to make a game more engaging.
I would agree if ships didn't die so fast, but as-is you can kill a ship in one shot with some loadouts. The only time fights last a long time are 1vs1s, in which case this change wouldn't really do anything. Increasing the wait time while leaving the rest of the game in a very fast-paced state isn't really a good idea. It would just lead to more frustration.
I would agree if ships didn't die so fast, but as-is you can kill a ship in one shot with some loadouts. The only time fights last a long time are 1vs1s, in which case this change wouldn't really do anything. Increasing the wait time while leaving the rest of the game in a very fast-paced state isn't really a good idea. It would just lead to more frustration.
In my experience, people tend to last a good while in furballs when they keep their wits about themselves and try to stay alive.
For things such as the Nation War yes, but that's because it's a primarily energy fight and you can't come back when you die.
Things like station conquest or fights on the Deneb border are what I'm talking about.
Things like station conquest or fights on the Deneb border are what I'm talking about.
the think of the newbs arguement is getting really old. If you are that worried about it have only pk's have a delay timer. So your precious newbs can die to bots all they want. The point is if you die, you should not be able to respawn and return to a defensive position before the offensive player who killed you does. Dominance cannot be established if there is no penalty for death.
This would probably help curb the situation lecter talks about where there ends up being a never ending stream of players jumping in disorganized and getting blown to bits. If you are sitting in station for 20 seconds you might as well talk about regrouping and other tactics.
This would probably help curb the situation lecter talks about where there ends up being a never ending stream of players jumping in disorganized and getting blown to bits. If you are sitting in station for 20 seconds you might as well talk about regrouping and other tactics.
BP is a solid example of the compatibility of respawning delays and group combat dynamics.
I understand your & Lecters point. However, what difference does it make if they get ripped apart one at a time or as a group? The reality remains that most conflicts are imbalanced by the skill of a few who score the vast majority of kills anyway. I'd estimate over 80% by the talented few and I'm most likely low. Yes, it would be nice to have more of those dominance moments. However, I prefer the non stop action the current arrangement allows. I will concede that it probably does get frustrating to just keep killing and never really accomplishing anything- like anything can really be accomplished in VO at present anyway.
I maintain that this is going to cause more players to avoid death rather than fight to it. Which I think would be a negative.
I would rather see something like limitations on where players can home, a charge for homing at any station that is not of the players nation or a 25,000cr charge for respawn.
Anyway, I'm repeating myself at this point, so I'm out.
I maintain that this is going to cause more players to avoid death rather than fight to it. Which I think would be a negative.
I would rather see something like limitations on where players can home, a charge for homing at any station that is not of the players nation or a 25,000cr charge for respawn.
Anyway, I'm repeating myself at this point, so I'm out.