CQC Can we make dying more punishing?

Because it seems that it is kind of odd that the fastest way to get back to full health is to suicide after a fight. I do that more often over time, after a 1v1, wait until the timer hits 0 to avoid gifting points.

Especially in tanky sidewinders, this is pretty efficient.

I see two quick possible solutions for this:

1. Increase respawn timer to 20-30 seconds
2. -50 score for every death.

This would also prevent players from going Kamikaze in every deathball and actually think about situational awareness.

Thoughts?
 
I am 100 % for more punishment in Elite, game is just way to soft.

- Repair cost should go up by 500 %.

- Fuel cost by 200 %

- Rebuy after death should provide only with a ship NOT all the components.

BUT i think that forcing players to wait to respawn is a bad idea.
 
I am 100 % for more punishment in Elite, game is just way to soft.

- Repair cost should go up by 500 %.

- Fuel cost by 200 %

- Rebuy after death should provide only with a ship NOT all the components.

BUT i think that forcing players to wait to respawn is a bad idea.

Yea, also considering the short time in matches, maybe the -50 score punish would be better.

I also like your ideas for the main game but this is abotu CQC :)
 
I agree with both your ideas.
The main game consequences are fine, but CQC needs more consequences on death. Death in CQC should be a negative outcome. If players are using intentional death as an actual gameplay mechanic, then it would seem something isn't balanced properly.
 
I've dabbled in CQC but PVP isn't normally my thing. So currently, do you only get points for kills/assists? In that case, I'd agree with the negative points for dying, but I'd still want to get back in the action ASAP (at least for deathmatch, maybe more thought required for the team options).
 
I agree with both your ideas.
The main game consequences are fine, but CQC needs more consequences on death. Death in CQC should be a negative outcome. If players are using intentional death as an actual gameplay mechanic, then it would seem something isn't balanced properly.

There should be a time window between death and last externally sourced damage that determines whether it's a suicide or not, and that should count against your score/your team's score, as well as your respawn time. I'd be wary about what gets registered and how though, since it's easy to misjudge a maneuver and die while trying to escape. The time frame should be balanced against this to ensure that only those who intentionally die punished, and it's better to lean in on the side of caution....a small window means that someone may be punished for escaping badly, whereas a large window means that the death is registered as a kill for the enemy.
 

Lestat

Banned
Instead of wait time limit and such. Because that will hurt the team and such. Leave that part alone. But make suicide and out of bounds Suicide drop your rank. Each Suicides you commit You lose a 5 Rank. At least it affect the user where it hurts.
 
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Worth pointing out that in TDM, you have much more incentive to stay alive. One of the reasons I like TDM better.
 
Suicides should always be punished severely. Losing the points of half a kill would probably be a good solution.
 
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