Forums » Suggestions

30 sec penalty

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Dec 11, 2010 Dr. Lecter link
I agree that certain (noob) missions should have an 'expedited loading procedure' that eliminates the 60 second delay. Other than that, STFU Fluffer.
Dec 11, 2010 Pizzasgood link
As long as the delay is comparable to the time it would take to return to the station by hand, it wouldn't increase the number of runners. It would still be advantageous to fight to the death as long as the delay is not longer than the return-to-station time, because fighting to the death deals more damage per trip than running.

+1 to 20s before relaunching after death, with the station interface otherwise perfectly usable.
Dec 11, 2010 Death Fluffy link
"STFU Fluffer."

Your just trying to pull me back in because I said I was done with the topic. Nice try Dr. L. It won't work.

...

wait.... Oh fuck.
Dec 12, 2010 pirren link
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.

Limit deah penalty to 3+ combat lvl players?

Some RP apreciated..
Dec 12, 2010 CrazySpence link
This delay idea is terrible. Quick exciting combat makes VO, sitting around for x seconds would be shit and boring and should not be done to a game that is just starting to get really fun.



-(x+10) X being current amount of + values
Dec 12, 2010 Dr. Lecter link
Pirrin: your RP hook is that some deaths require an instant and time consuming debrief process. Others - like duels, bot hunting missions, etc., do not. Though levels might work better, otherwise people (read [VPR] and [TGFT] drones) will be taking basic combat missions every time they head into combat.
Dec 12, 2010 ShankTank link
There is nothing unreasonable about a 30 second respawn rate, it would reward strategizing and smart playing. It might even do something to remedy the ridiculous imbalance in Border Skirmish missions favoring the Itani as far as the time it takes to get back to the battlefield.

I don't know about anyone else, but I find games far more fun when there's actually a winner.
Dec 12, 2010 Whytee link
Putting a delay on respawning is not going to result in role-playing.

More content, or just content, is what will bring roleplay.
A story that is actually unfolding instead of being a history like the backstory, will bring roleplay.
Getting people involved in writing/acting these stories, will bring roleplay.
Getting players to act their characters, will bring roleplay.
Allowing people to name/customise/paint/etc their friggin ships will bring roleplay.
Allowing avatars/mouldable information on the characters will bring roleplay.

But please do not try to convince anyone that putting 30 second delay on re-spawning will produce roleplay. It will at the maximum delay the furballs that, if I read correctly, is something that most players actually like doing (yeah, not me, so what).

If you want to penalize people for dying, which I can see is slightly conducive for some roleplaying, fix the spawning system instead of the timing.

Hmm, came up with a suggestion instead. But instead of hiking the thread, I'll post it.
Dec 12, 2010 Earthshine link
Yes, adding a penalty for pvp is the perfect way to complete a pvp-centric game... or not.

-1,000,000
Dec 12, 2010 Death Fluffy link
Shank, your example fails unless Serco is exempt from this delay.
Dec 13, 2010 ShankTank link
There's a difference between carebear roleplay and combat-based roleplay. Not one of your examples, Whytee, had anything to do with game balance or anything that could actually happen outside of a station. Territorial control of sectors is non-existent given that both sides can dead-lock the other as long as they have enough money to throw away on ships to keep instant respawning inside of. If you're a fan of TF2, it's somewhat similar to a 24/7 ctf_2fort instant respawn server.

But I'm sure that the lack of the presence of a respawn rate contributes to roleplay, right? Without one, for example, pirates don't have to worry about dying to escorts as long as the cargo gets from the transports gets spaced and bombing assaults in which the bomber pilot dies every run are far more effective. Moments like those are very important for immersion!

Death Fluffy: I didn't say that it would fix the problem, I was saying that it wouldn't hurt it (as some had implied in previous posts) and if anything it would help it a bit. For example: let's say we have some proportion represented by a fraction such as 1/3 (if we were talking directly about VO, it would be whatever the travel time is from an Itani station over whatever the travel time is from a Serco station). When we add the same positive constant to both the numerator and denominator (like adding a 30 second respawn rate to both of the travel times), the proportion will approach 1. For example, (1+2)/(3+2)=3/5.

I'm still confused as to how people are so upset about 30 seconds per death. So much gameplay balance for the cost of being stuck in the station only for the amount of time that it conveniently takes to grab a snack from the kitchen and get back to the computer.
Dec 13, 2010 pirren link
But I'm sure that the lack of the presence of a respawn rate contributes to roleplay, right? Without one, for example, pirates don't have to worry about dying to escorts as long as the cargo gets from the transports gets spaced and bombing assaults in which the bomber pilot dies every run are far more effective. Moments like those are very important for immersion!

That's true.

I'm still confused as to how people are so upset about 30 seconds per death.

I start to think there are some personal hidden pitfalls or even cheats they don't want to show on public, because current arguments they use sound fun.

So time penalty + credit penalty (25,000-100,000) after 3rd combat level sound reasonable.
Dec 13, 2010 Whytee link
True about the points I made Shank. However, do not mistake the pacifism I display as a pilot for catering to the carebear side of the argument. Hell no!

Listen, I am all for immersion, I am all opposed to arbitrary time limits to "force" immersion. It is not going to happen. I have stated what I'd like to see instead, nothing about that has changed.

How you can see a 30 sec penalty as game balancing lacks reasoning. Unless the OP is to stop the deficient pilots of VPR pestering the superior uber pilots of grey? (That was the sarcasm bite Fluffster)

Credit penalty=more grinding I'm afraid. A major combat ship costs, what 100k? And then another 100k for penalty. It is.... why? I seriously don't get this!

Soooooooo, no. Still.

Since my one day/year of ideas have stopped, I'll leave it to whomever concerned to fuck the rest up:)
Dec 13, 2010 Alloh link
Hmmm... Instead of a credit penalty, make "ressurection" prices vary, from free at capitals, relating price reversely to local standing, displayed when one asks to 'set home' or respawns.

--/--

How long does it take to jump away from B8 and navigate and dock to Sedina V Hold? 30sec? The whole clone preparation process should take the same time. But add a "visual penalty" on screen...

As OP proposes. station interface remains operational. When you die, first appears a loading bar hovering above station interface. It includes the "purchase last ship" dialog. It keeps uploading your memories while the drones prepare a ship with required setup. When your new body is ready, so will be your ship.

You are an avatar interacting with the system, while a new clone receives a copy of your memories. Just like a BSG's Cylon Ressurection Ship, but without the SPOF that was just one ship improved as every station in every system acting as a "ressurection hub".

So, what changes in gameplay?
-Increase value of "life" and "staying alive" (specially for newbies)
-For who die in combat and buy the same ship, results is a smaller (~10sec) delay
-For who is badly damaged, makes jump to a nearby station to RR more worthy and faster than /explode
+Since station interface remains active, results in no delay to who dies and choose another ship setup
Dec 13, 2010 abortretryfail link
-1

Other games have respawn delays (lookin at you Battlefield...) and it SUCKS. The only thing it does is frustrate people.
Dec 13, 2010 CrazySpence link
All current mission based content is based on casualty numbers a delay has no place there.

Duels have no place for a delay

Nationwar is already orchestrated in a manner where a delay is unneeded

All station based combat is based on repper/bombers vs attack fighters/bomber chasers a delay may help or screw whichever side dies more (technically then i should favour this idea), however doesn't seem necessary still except for people who are obsessed with making games annoying of course as there have still been decided winners and losers for a couple days at a time in now almost countless engagements over a 7month period.

Really, killing the best thing about vo isnt in anyones best interest I also dislike the number of inactive people going for this idea, who cares about you anyways all you do is bitch or have awful ideas.

As for the active people for it, you are confused or you trade or mine a lot.
Dec 13, 2010 CrazySpence link
Also, being one who likes to get there way I will now play my trump card on this issue to ensure it never happens

A delay like this would allow for a griefer to kill someone in the station sector, leave then return in time to kill the player again without any chance of escape for the greifee locking them into a respawn cycle of death

game set match
Dec 13, 2010 Capt.Waffles link
-1

The thing about VO is that it's not other games. Other games have spawn timers and major death penalties. Furballs like nation war almost always end up with people running around chasing other people. You add penalties to dying then ALL combat will just be running around chasing people. And the better pilots are going to win regardless anyway. If you've never tried to bomb a station, in the time it takes you to fire a load, fly back or respawn at a station, and fly back to the combat zone, a single player can repair any damage done to a turret. So by adding a death time it only behooves the defenders to keep what they are doing and win, every time. Attacking a station would require an even larger number of players than it already does against a small number of defenders. And from what I can gather, VO combat is moving away from the pointless furballs in B-8. And i agree that something needs to be done in Deneb with the serco station so far away (but different thread altogether).

Adding a death timer will only make VO a more stagnate game. I do not believe that is in the best interest in the game.
Dec 13, 2010 Dr. Lecter link

A delay like this would allow for a griefer to kill someone in the station sector, leave then return in time to kill the player again without any chance of escape for the greifee locking them into a respawn cycle of death


And that's a bad thing how?
Dec 13, 2010 peytros link
not being able to make any progress in a battle because one side has uber amounts of credits and can continually send newb after newb to their death is boring, sure it pads my pk count but i would much rather be able to get a strategic hold on something then wait hour after hour for the other side to get bored or dying. all this 20-30 second delay would do is allow the victors of the furball time to repair and take up a defensive position instead of repairing and having the pilots they defeated beat them back to the sector because they died and only had to jump from the station to the worm hole. Why is everyone trying to penalize winning? If group A defeats group B, group A should have time to reorganize for group Bs next attack.

This would ad a very interesting and fun twist to the 2 minute lock out of the station with instead of people spamming and reloading it would reward killing players by removing them from the sector for longer then it takes to jump from the nearest station to the conq station. Also covering you bombers would be more important in the initial attack adding a greater role for fighter cover and players could not just sit outside the station with rep guns and insta respawn once they die just to go rep again.

all in all this would ad more complexity to the game and mix up the boring process of sitting at a turret repping it, being assploded and insta spawning just to start repping again. you would actually have to defend. bombers would need to be defended too.

This is a reward for winning, not a punishment for dying.