Could ED benefit from 'Soft Death' mechanics?

So this concept has been pretty successfully implemented in Star Citizen.. For those who don't know what it is, 'Soft Death' refers to ships not immediately exploding when their hull health reaches 0%, but rather they go into a fully disabled state (where self destruct does not even work). The ship could then slow down to a stop with all systems disabled (making decent life-support systems more relevant). Continuing to apply damage to the disabled ship will eventually make it explode as per normal..

This could be good for piracy and powerplay gameplay as it could give the player engaged in those activities more options than simply killing their target. Trying to disable subsystems of a target has always been a pretty messy affair in this game, and usually results in the death of the target or the target floating away at high speed, making piracy extremely difficult to pull-off.

Applying soft-death to Elite, we could have it so repair limpets from another ship restore the ship to a flyable state. This would encourage a fuel-rats style service gameplay pathway to open up for groups who wish to rescue and repair stranded players - who would then be able to avoid an unnecessary rebuy. It would also give more time for system security to react to hostility (player ships could have higher soft-death HP than NPCs for example). However in places like CZs we'd probably need NPC soft-death to be switched off so targets can be disposed of quickly.
Edit - The player who's ship is soft-deathed at 0% would have the option to rebuy immediately and save time. Their original ship would remain in the instance permanently disabled until all parties leave the instance.

Also logging out of a soft-death ship should take you to the rebuy screen immediately when logging back in. The 0% ship could remain in the instance even after the player logs out, as it is essentially a dead ship, allowing it to be looted (this would again help piracy and powerplay game-loops).

Also if we are to have any future ship-boarding gameplay for space legs, this mechanic would be more useful than say, disabling the targets thrusters which result in said drifting.

Thoughts?
 
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The only point of soft death is to allow boarding. We don’t have interiors so it would be pointless.

Plus, as a cargo-liberator I can kill the drives of a ship, use hatch breakers to free the cargo and the player (assuming it’s PvP) can Reboot and Repair and carry on their merry way. - actually better than the SC experience for the victim!
So when you come across your one trader in a blue moon you can get 20-30t of colony building commodities maybe... this isn't worth the time or effort. I was a pirate in the Code for years, and the inability to properly disable targets was always an issue. When you disable a ship's drives it drifts at the speed it was traveling, hatch-breaking it results in cargo spewing out over 10s of KM in distance, where it de-instances if its too far away from a player. The trader ended up dead 90% of the time where they didn't stop on their own accord.

Soft-death fixes this...

Just for clarity:
  • Soft death makes piracy more viable (PvE & PvP)
  • It makes hostile situations more survivable for the target
  • If gives time for security and security-orientated players to react to hostility
  • If opens up rescue & repair gameplay pathways
  • It sets in place mechanics which would benefit future on-foot/ship boarding gameplay loops (piracy, bounty hunting, powerplay)
  • It adds options to make combat logging less effective (if the target player chooses to rebuy at 0%, the ship is no longer technically theirs and can be treated by the game as an NPC - not disappearing on logout, but remaining until the instance is closed).
 
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... and what would stop the CMDR of the now disabled ship from simply self-destructing (so as not to waste more of their time)?
Because it wouldn't work (why should they be able to self-destruct a ship that is already dead in the water)... They could choose to rebuy immediately I guess if they wanted to, but they would forfeit all they had on board (which is kind of how it works now except it would be lootable).
 
How does it do the same if the powerplant is disabled? I guess we could use the same logic.. IMO Gameplay > realism
It doesn't. PP at zero means 40% output. If the ship is badly configured, this might shut down the engines, in which case the ship drifts away. Yes, it does eventually halt for gameplay reasons, but it does so even at 100% condition and not because of PP failure. If the thrusters still work, the ship will still fly fine at 0% PP. Oh, and NPC ships drift endlessly along their last vector if you kill their drives.
 

Robert Maynard

Volunteer Moderator
Because it wouldn't work (why should they be able to self-destruct a ship that is already dead in the water)... They could choose to rebuy immediately I guess if they wanted to, but they would forfeit all they had on board (which is kind of how it works now except it would be lootable).
Why should self-destruct be made ineffective?

Also noting that player ships (and abandoned / jettisoned cargo?) don't survive past the player leaving the instance, as network blocking tools could trivially be used to simulate a disconnect resulting in a lootable ship....
 
If you’re such a good pirate, you’ll know how to stop a ship then.

What you’re asking for is the ship to slow to a stop when you disable it. That’s the only practical difference without interiors.
Yeah I know how to stop a ship... You have to disabled the powerplant, Shooting out the drives results in the drifting I was talking about. Most players powerplants take longer to get to 0% than the hull does. The whole process is naff.. If it wasn't, piracy wouldn't have died on its a*s after the ice-box era.
 
It doesn't. PP at zero means 40% output. If the ship is badly configured, this might shut down the engines, in which case the ship drifts away. Yes, it does eventually halt for gameplay reasons, but it does so even at 100% condition and not because of PP failure. If the thrusters still work, the ship will still fly fine at 0% PP. Oh, and NPC ships drift endlessly along their last vector if you kill their drives.
It used to stop the ship... haven't tried it in ages, so things might have changed. It definitely used to stop the ship though because it was always common practice in the Code to railgun the powerplant to get the ship to stop.
 
Why should self-destruct be made ineffective?

Also noting that player ships (and abandoned / jettisoned cargo?) don't survive past the player leaving the instance, as network blocking tools could trivially be used to simulate a disconnect resulting in a lootable ship....
Because the whole purpose of this suggestion is to allow piracy and increase survivability of the target. It does neither with self-destruct intact. Its a gameplay design decision, and is the reason it works well in SC.
 

Robert Maynard

Volunteer Moderator
Because the whole purpose of this suggestion is to allow piracy and increase survivability of the target. It does neither with self-destruct intact. Its a gameplay design decision, and is the reason it works well in SC.
Why should the game be changed to allow the pirate be able to dictate how the target must play?

Noting that players in the other game don't have the option to completely avoid players they don't want to play with, nor block them.
 
If you don't know, you'll be surprised what you can do with a broken PP if your power priorities are correctly set and the plant isn't undersized for moar speed. That is why NPCs can keep on foghting for a very long time after you kill their PP.
Yeah thanks, thrusters 1, FSD 1, core systems 2, weapons 3, cargo hatch 4 - I know
 
Why should the game be changed to allow the pirate be able to dictate how the target must play?

Noting that players in the other game don't have the option to completely avoid players they don't want to play with, nor block them.
Are you trying to pull this discussion towards modes and blocking Robert?
 
My input is, without interiors it’s unnecessary. You can take out someone’s drives and bump/canon stop them and strip their cargo in this game already. No need to kill them.
I know you can do all that... but it sucks, they often explode due to hull impacts. Also slowing down a drifting ship from 300m/s via bumping is not a great experience for anyone.
 
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