Could ED benefit from 'Soft Death' mechanics?

So your insistence on a SC style Soft Death is all about combat logging, and not about any better gameplay for the target. So you’re being disingenuous when you suggest it’s better for them…

Glad we cleared that up.
That's one of the benefits of the idea...its the one people seem to want to discuss the most.
 
Most players have an opinion vs having no opinion...
So a few then?

ETA: My opinion of the folk who won't acknowledge a design decision in a game as intentional would certainly earn me a permaban, let's just agree that a few players of this game do not like some of its mechanics. Which I find hilarious in the extreme, in the politest way, naturally.
 
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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.
Just to be clear, can you step us through how a soft-dead ship survives the day? Other than selecting early rebuy, how does a cmdr finally get out of this situation?
 

Robert Maynard

Volunteer Moderator
NPC rescue service, friends, Squadron mates, message in system chat... Plenty of options.
Two of which are not available to the lone player - with the last one having a not insignificant likelihood (if there are in fact any other players in the system) of being a clarion call to be able to destroy a player in a disabled ship - which would certainly appeal to some players.

Which basically leaves the NPC option for an unknown proportion of the player-base.
 
Their marketing practices are where they screw up... Their approach to PvP gameplay design is several tiers higher than Elite im afraid. Jumptown, Ghost Hollow, Supply or Die, Contested zones, ship boarding... More priority is given to PvP than we get here.

Well, that's because for a long time they've been making CoD in space instead of the space sim they initially pitched.
 
NPC rescue service, friends, Squadron mates, message in system chat... Plenty of options.
With most players running D-rated life support, that gives them 7.5 minutes. I'm not thinking many ships are going to survive that.

Overall that sounds like a terrible solution anyway. Your idea needs a better solution, otherwise to simplify your idea and make it functional:

"Upon destruction of a target ship, all cargo of that ship floats in space for potential pickup"
- It achieves the same thing as your Original Idea, but spares the target the game-quitting hassle.
 
Not seeing anything that gets past the biggest issue with piracy at the moment (and I say this as someone who part funded their carrier to the tune of a few hundred million when I was saving it initially).

Nowadays there's just nothing worth stealing. You're doing it for the fun and to learn a different skill in the game. Creating game mechanics so players can sit in supercruise and maybe turn in a couple of million in an hour isn't going to get anyone's attention.

Ships can be disabled and stopped (not going to argue the hows and wherefores - current mechanics allow it, as much as I recognise some would say awkwardly), so the question is why work on this, when "ship go boom" is more immediate, requires less messing about working out which ship to target and has similar levels of profitability (relatively speaking).

I mean, piracy doesn't even benefit the pirate powerplay faction.
 
Not seeing anything that gets past the biggest issue with piracy at the moment (and I say this as someone who part funded their carrier to the tune of a few hundred million when I was saving it initially).

Nowadays there's just nothing worth stealing. You're doing it for the fun and to learn a different skill in the game. Creating game mechanics so players can sit in supercruise and maybe turn in a couple of million in an hour isn't going to get anyone's attention.

Ships can be disabled and stopped (not going to argue the hows and wherefores - current mechanics allow it, as much as I recognise some would say awkwardly), so the question is why work on this, when "ship go boom" is more immediate, requires less messing about working out which ship to target and has similar levels of profitability (relatively speaking).

I mean, piracy doesn't even benefit the pirate powerplay faction.
Piracy will never make for good PvP.

It's mostly due to the power imbalance. Everyone I've ever pirated never stood a chance of fighting back. I'm in a combat ship and they're basically defenseless. Their only options are to exit the game or wait for me to collect their stuff. It's boring on both sides. It takes zero skill for the pirate and impossible to counter for the target. The only time they've ever gotten away is by using a faster ship which... wow so much fun.
 
FDEV are free to call combat logging whatever they like. Most players have their own opinions of what a conveniently dissapearing player is though.
FDEV makes the rules, not the players. The one is allowed, the other not. The end.

I may have my own opinion about certain traffic rules, but when I get a ticket, ""You can call it what you want, but I have my own opinion on speed restrictions" isn't getting me anywhere with the cop that pulled me over. Quite the opposite in fact.
 
Ooof. That would be a big no from me then if the attack was over.

It could mean an attacker could just hang around and force you to choose the rebuy even though the attack is over.

What a terrible idea.
They can do that already unless you log... so it's a terrible idea because it renders logging ineffective. I see..

Also this is the same concept as being incapped in virtually every other online game. You're down unless you get revived by a third party. If you log while incapped you do not avoid death.
 
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