Post
Wed Dec 05, 2012 1:49 am
#1
Death
Is this a bit off topic, but what would happen when you died. Would the universe reset or would you just respawn??
mind = blown... I feel ashamed that I dident think to ask about this VERY important part of any game...Mr_me wrote:Is this a bit off topic, but what would happen when you died. Would the universe reset or would you just respawn??
thanks for clarifying. i figured such would be the case i know there were more than one way to handle death afterall and am happy knowing which one to expect. Clones bring up an interesting idea for me though. i know they will be expensive but i see a possible clone war in my future...but wait i wanted to begin the BORG Empire... oh dear...so many options and ideas and i dont even have the game yet...JoshParnell wrote:It's single player, so death is just classic death, unless perhaps I implement cloning. Reload a savegame (or start over, if you were playing in hardcore mode)!
i really like this idea, it means that when you are starting out you can go around blowing stuff up and not suffer to bad when you die. but when you get more into other exploits of the game such as survival the "admiral" will make it that much more difficult and excitingGrumblesaur wrote:What if we handled this by difficulty?
Recruit = If you die, you respawn at the last base or planet you visited. All of your equipment and items remain.
Trainee = If you die, you respawn at the last base or planet you visited with the same equipment as you had when you died, but any ammunition and items in your cargo hold are gone (like Freelancer).
Officer = If you die, you respawn, but your ship is damaged and missing its guns, ammunition, commodities, and other kinds of external equipment.
Veteran = If you die, you lose your ship and your reputation with all factions is wiped clean. You lose all ties to NPCs, and you essentially start a new character in the same world.
Admiral = If you die, your save file deletes itself.
Of course, Josh uses a difficulty slider, so maybe that slider could have little tick marks on it to match up with these?
Like this: R||||||||||T||||||||||O||||||||||V||||||||||A
Or maybe you select one of these difficulties, and then the slider could just adjust the challenge that NPCs, quests, trade runs and other things present, relative to the gamemode/difficulty selected at the start.
Maybe add a -10% penalty to your bank account as well? I dunno. Just a brainstorm.rickisen wrote:I really like this Idea with having Recruit-Admiral difficulties and having them affect "death".
I'd probably remove the "trainee" level though. It's too much alike the "officer" level.
That was one of my suggestions, to have the two be separate. And it makes sense, you could play a "you get one life" kind of world, but have it be really forgiving in terms of minute-to-minute interactions with NPCs and other things.croxis wrote:The problem with harsh death penalties, even at hard difficulties, is that the player generally becomes very risk adverse. It also punishes the non OCD player who doesn't hit the autosave key every five minutes. Interesting gameplay happens though conflict (be it combat or economic) and risk taking by the player. There should be a penalty for death, but it shouldn't be so harsh that most players run unless they greatly outmatch their opponent -- which would be very unexciting combat.
I would have the death penalty slider be independent of difficulty. That way players like me can still enjoy a hard game but not suffer such a setback upon death.
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