I have an idea: realism, emergent gameplay and socialisation in a bundle

Disclaimer: This isn't a troll post. It's a semi humorous post but I'm quite seriously thinking about possible implementation ideas for this kind of mechanic, as I know many of you do too. I'll be glad if you share your thoughts on this and similarly useful ideas for brainstorming. Let's start a design fantasies thread here with the theme 'Emergent Gameplay with a chance of Realism'.

Of course I got shamelessly inspired by the now infamous 'insta ship transfer' mechanic announced at gamescom.

The idea is to have delayed respawns in the game. Seriously, I'm proposing that we wait in our escape pods until rescued. This will create emergent gameplay, and grow a feeling of camaraderie between the rescuer and the rescued.

How will this work? Simple.

Our ship gets destroyed, we actually eject instead of hearing 'eject eject' and then seeing the insurance screen and start floating around (or falling to the ground if near a planet). We can log out and back in, in whatever mode we want (though Solo could be a little problematic but not really). When we log in, we will have the opportunity to choose automatic rescue (time delay depending on your distance from where you last docked), which will cost the same as the insurance money, auto rescue to starter sidey (free, the same time delay) or to log in into the escape pod to become an actual occupied escape pod in the game.

During our life in the escape pod, our social tools (aka the comm panel) and a rudimentary system information tab is available to us. We can invite people to wings, accept wing requests, use voice comms and engage in regional chat or friend chat.

The rest is even simpler. We reach out to our friends, form a wing, turn the beacon on and wait for them to come pick us up. They'll be able to bring us to any station with a shipyard and sell us for money or accept a rescue reward. In this station, we can request the transfer of one of our ships to our location (however it's implemented in the game) or buy ourselves a new ship.

Cue the new sister player organisation to the incredible Fuel Rats, the Search&Rescue Dogs.

There's one loophole though. The explorers who unfortunately die on the far end of the galaxy or somewhere far away like that are screwed. I can't find a solution to extreme long distance rescues. However everything in the name of realism, and I'm primarily an explorer too (though my combat rank is higher) and I can safely say screw explorers.
 
This is an awesome idea even for explorers (promotes exploring with a friend to both parties). It'll never happen. Too drastic, FDev wasn't happy to sacrifice that laughable 2.1 RNG. They'd never change their game (we paid for) to that degree. Not to mention FDev obviously putting multiplayer at the absolute bottom of the priorities pile, judging by how they've done literally nothing whatsoever about instancing and it's the shoddiest part of the game.
 
Too much realism, I'm afraid. I vote no to any mechanic, that doesn't let me fly my ship. Obligatory Facepalm, Rebuy, Then get back out there.
 
There's one loophole though. The explorers who unfortunately die on the far end of the galaxy or somewhere far away like that are screwed. I can't find a solution to extreme long distance rescues. However everything in the name of realism, and I'm primarily an explorer too (though my combat rank is higher) and I can safely say screw explorers.

You forgot about the two commanders which had catastrophic crashes to their ships, lost cabin pressure and escaped to their SRVs to survive. In the second case I believe, commanders from all over organized to find the lost pilot on the planet's surface. They flew all night to get to him. It was probably one of the best type of publicity this game could ever hope for.

Being able to choose to continue in a life pod, or a life boat, or anything similar with limited gameplay elements and maybe the bonus of not having to pay insurance would be something a lot of commanders would appreciate, simply for the novelty factor. The emergent gameplay possibilities on this are quite high.

Unfortunately, I don't think FDEV are willing to allocate any kind of resources for ideas like this which are outside their development schedule. Take a look at the hot issue right now (and sorry for bringing this up) - their refusal to even speak on the matter is not about being stubborn, it's about having the feature "done" already and not being willing to send it back to the drawing board.
 
This would actually be a good mechanic in Iron Man mode. I wouldn't dismiss it out of hand. But if the wait was more than about 30 seconds for some AI rescue ship I could see the majority of players viewing this with hate as a pointless time-waster, because it would not be viewed as fun or doing anything for their play session.

It's a delicate balancing act to get the verisimilitude or feeling of realism right for enjoyment, versus punishing players by making it actually realistic.

Lot's of healthy debate about time sinks is going on right now. I think it has certainly shined a light on a difficult topic for game devs and will give FD much to think on.
 
Great idea Cynaqq, I fully support the option of being in an escape pod, it would create some great gameplay. However, given the current direction of things and where ED is heading, I sadly doubt it has a chance of making it into the game. It would be deemed as no fun by someone with a hat, too realistic and increasing the gameplay barriers...I think that we are more likely to see the "death" mechanics dumbed down in order to improve fun and gameplay.
 
The idea behind this thread isn't to outright propose new mechanics (even the one I suggest in the OP) but to start a brainstorming session on similar ideas.

My goal isn't to send FD to things to think on but to have an experimental go at the possible insight into how a design decision session goes. In other words, design decision discussion by the players for the players alone, without necessarily using actual mechanics in or to be in the game, thus providing for a more relaxed and objective take on this kind of discussion.

Thanks for all the comments so far commanders.
 

Deleted member 115407

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Dude, that would be an awesome mechanic. Being able to rescue and be rescued by friends?

Sign me up. As long as I could opt-in to the auto-rescue at any time.
 
This would be cool until the psychos show up and blow up the defenseless escape pods.

I would also love to pick up the occupied pod and sell the content CMDR as a slave. Then the CMDR would be forced to mine in a Sidewinder until he can purchase his freedom.

Or pick up the CMDR and go on a never ending exploration trip with the new occupant. See how long it takes for the "rescued" CMDR to leave the ship via an airlock without a space suit.

So much fun...
 
Once we get space legs, then yes, I'd like this idea. (assuming we can actually get out of that infernal pod!)
 
Ok, how many hardpoints will the escape pods have and which FSD class? :D

You know what will happen to a real escape pod in open?
BWAHAHAHA <-- these guys roleplaying their hidden mindset
 
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Oh yeah, and you could get podded and lose half a billion in implants, only to find yourself in Jit...
woops sorry, wrong forum :p

Nice idea though. I'm always for more realism, and I've erased more characters than I can count for the sheer amount of deaths I have no clue how my character escaped.
 
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I sort of assumed we just got 3D printed in the last star port we gave our details to. On a great big meat loom.

I'm guessing the Pilots Federation licence has a copy of our DNA plus last current brain scan.
 
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