Safety Pods After Ship gets blown up - Suggestion

Tips, tactics, and general discussion for Evochron Legacy.
Star King
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Safety Pods After Ship gets blown up - Suggestion

Post by Star King »

Dear Vice,

I know your really busy and this is just a suggestion, I would like to see ships turned into safety pods after they get blown up.
The safety pod is then controlled by the pilot who flys it at low speeds to the nearest station or carrier. Once the pod successfully reaches the station or carrier it is returned to the ship it was. If the pilot can't get back to a station or carrier within 3 minutes the ship will self destruct.
Maybe its a silly idea but I this would add a new element to this great game.



[Edited on 12-25-2008 by Star King]
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Safety Pods After Ship gets blown up - Suggestion

Post by LowfatEnvelope »

Would be interesting for MP, and would also give those who don't save often enough a chance of not losing everything. I like it =) (But mabye not have the ship turn into it, just like launch the cockpit off or something)
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Safety Pods After Ship gets blown up - Suggestion

Post by Dingo »

I don't really see the point...I mean you're ship blew up...so maybe if you had to buy another ship...but then death would be better...oh bother.
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Safety Pods After Ship gets blown up - Suggestion

Post by Star King »

You would not buy another ship it would get respanned at the carrier or station depending on ship type.
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Safety Pods After Ship gets blown up - Suggestion

Post by CuddlyPotato »

You would have to buy insurance. If you crash more your policy goes up higher. But you could get better insurance by switching to Geico. Genius.
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Safety Pods After Ship gets blown up - Suggestion

Post by Maarschalk »

A good place for Insurance Agents to hang around is Earth!........;):P:P:P:P:P:P:P
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Safety Pods After Ship gets blown up - Suggestion

Post by Star King »

To me to get blown up or to blow someone up and they or you are instantly back to life at full power to kill you without at least a time penalty stinks. Chances are you took some damage thus the advantage goes to the respanned pilot.
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Safety Pods After Ship gets blown up - Suggestion

Post by Maarschalk »

From post: 126617, Topic: tid=8585, author=Star King wrote:To me to get blown up or to blow someone up and they or you are instantly back to life at full power to kill you without at least a time penalty stinks. Chances are you took some damage thus the advantage goes to the respanned pilot.
Not really because while the other pillot respawns ussualy in a different spot as not to be exposed to spawn parking kills, you can go and get refueled/loaded up and repaired!....;):P:cool:
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Safety Pods After Ship gets blown up - Suggestion

Post by Star King »

The spot he or she will respawn is in the station you are repairing in.
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Safety Pods After Ship gets blown up - Suggestion

Post by Maarschalk »

From post: 126632, Topic: tid=8585, author=Star King wrote:The spot he or she will respawn is in the station you are repairing in.
You do not have to repair at the same station the person respawns at, there are plenty of others even Carriers, Constructions Repair Stations....etc....etc....etc....;):P:cool:
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Safety Pods After Ship gets blown up - Suggestion

Post by Star King »

That is true but even if you blew a guy up and he respawned in a different quadrant that would be better and frustrating to the person who died.
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Safety Pods After Ship gets blown up - Suggestion

Post by DaveK »

From post: 126718, Topic: tid=8585, author=Star King wrote:That is true but even if you blew a guy up and he respawned in a different quadrant that would be better and frustrating to the person who died.
A slightly different perspective;

I spend quite a bit of time just exploring and experimenting.

Yesterday to test out a throwaway remark that asserted that if you turn Intertial on and then lock Interial forward engines on and then hit afterburn (locked on with a rubber band!!) you will accelerate to 9999

Result after 30 minutes is evidence that you don't - the accelleration behaviour is straight forward but not linear. Result of the test - I'm locked in Inertial at 7700+ with no fuel and can't drop out of Interial (because I have no fuel) - no-one can catch me to sell me fuel, so I have to bail out. I've already planned several other similar tests with different frames etc.

When I was chugging to the edge of the universe (before I managed to wreck Clan Stats display by being so far out) I had to deploy a fuel station every 2000 sectors (90 mins refuelling every 90 minutes of fly time) - a couple of times I was destroyed whilst doing jobs in real life by very unexpected hostiles who shouldn't exist beyond 30K

Trying to land on Earth leads to destruction every few minutes at the start when trying out the obvious and each time later when more complex ideas are being tested.

Learning to jump through a BH without using the spoiler info took 15+ attempts, refining the technique at each fail

Combat practice, PvP and taking risky contracts to stretch my skills and learn leads to lots of booms (me more than the opponenet!)

All of these would become much less fun if death has serious issues such as 3 minutes of slow flying before my capsule explodes (I'm usually in the middle of nowhere). At that point do I have to start again from scratch? Buy a new ship? Lose all my money? Lose ranking? Just reload?

If any of the first four much fun has just leaked away - if the last then what does the change gain? If some players want the frisson of risk in dodgy situations, they already have methods available;

if you die make a coffee, drink it before you start playing again and/or dump several thousand credits worth of cargo into space as a "fine" and/or sell one piece of equipment (chosen by a dice throw perhaps) and/or down grade your ship for the rest of the session and/or . . .

Basically a player can already be as masochistic as they choose - hard-wired changes to the game force everybody into the same position regardless of their own wishes and wants from the game.

Finally, newbies have a learning curve that is already quite steep and sometime frustrating, and tends to have dying as a fairly central part as they learn and experiment - do they really need the extra hassle at that stage?

:)
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Safety Pods After Ship gets blown up - Suggestion

Post by Percival »

I agree but I also think there should be a more difinitive way to win battles besides going at it until someone finally decides it's time to log off for the evening. In a Clan vs. Clan situation you could both agree to declare a winner if Rep % reaches a certain level, but that takes FOREVER.....
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Safety Pods After Ship gets blown up - Suggestion

Post by Maarschalk »

From post: 126797, Topic: tid=8585, author=DaveK wrote:
From post: 126718, Topic: tid=8585, author=Star King wrote:That is true but even if you blew a guy up and he respawned in a different quadrant that would be better and frustrating to the person who died.
A slightly different perspective;

I spend quite a bit of time just exploring and experimenting.

Yesterday to test out a throwaway remark that asserted that if you turn Intertial on and then lock Interial forward engines on and then hit afterburn (locked on with a rubber band!!) you will accelerate to 9999

Result after 30 minutes is evidence that you don't - the accelleration behaviour is straight forward but not linear. Result of the test - I'm locked in Inertial at 7700+ with no fuel and can't drop out of Interial (because I have no fuel) - no-one can catch me to sell me fuel, so I have to bail out. I've already planned several other similar tests with different frames etc.
I posted that about the 9999 speed limit. Although I have never tried it but I assume you ran out of fuel at 7700+ speed and therefore could not accelerate any more. Did you try a light frame that can carry the biggest fuel thank so you do not run out of fuel?........;):cool:
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Safety Pods After Ship gets blown up - Suggestion

Post by Star King »

Maybe have a deathmatch server and game (like most flight simulator games) first person to hit 10 kills wins the death match? But waiting for the guy or gal (Cindy & Kat) to quit stinks.
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Safety Pods After Ship gets blown up - Suggestion

Post by DaveK »

From post: 126835, Topic: tid=8585, author=Maarschalk wrote: I posted that about the 9999 speed limit. Although I have never tried it but I assume you ran out of fuel at 7700+ speed and therefore could not accelerate any more. Did you try a light frame that can carry the biggest fuel thank so you do not run out of fuel?........;):cool:
The speed increase is inversely proportional to speed and I've extrapolated to a maximum speed regardless of fuel (which is 7900 using a Chimera)

Next step - already prepped - is an Evoch E (max speed for a mil frame and then a Ferret as the lightest frame)

All will extrapolate to max speed irrelevant of fuel carried.

I hope to have it sorted within the next day or so :) )

(and when I have found out I don't want to hear about a special fuel crystal that is found only on earth that lets you set your top speed to anything you desire :P:P:P:P )
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Safety Pods After Ship gets blown up - Suggestion

Post by Maarschalk »

LOL....DaveK, I'm sure I can find something else you do not want to hear about but you will not know till I tell you!.......;):P:P:P:P:P:P
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