Crash Landing

Crash Landing Game Mechanic:

- Whilst at altitude on planetary approach, thrusters lock open and / or landing gear fails. The pilot is encouraged to proceed via an 'emergency approach vector' to attempt a belly landing at a target planetary location. Proximity to target location reduces hull damage.

Escape Opportunities:

- Crafting allows replacement thrusters and landing gear struts to be created.
- Crash site may be in proximity to enemy supply bunker which can be raided for parts.
- Crash site may be in proximity to rare mission type.
- Player may choose to launch an emergency beacon. This creates a rescue mission listing in nearby bulletin board systems and begins a 'rescue by NPC timer'.
- Non rescue by player results in rescue by NPC when timer = zero, for a fee.
- Players can choose to deposit replacement parts on surface near to crash site.
- Certain crashes might result in a damaged cockpit / damaged SRV with a limited air supply - the ships' own air supply might be separated several km during the crash.
- Player investigates surface seeking air, be it from separated air supply, nearby caches or by creating their own through synthesis.
- A ship multi-crewed by players, would use up the air supply quicker, but have opportunity to pursue different avenues of escape and repair simultaneously(?)


Further to recent testing of current surface collision mechanics (14/10/2016):


* Shields are a little too effective at preventing ground collision damage at present.
* Once shields are breached, modules should take damage. Currently they do not.
* Landing gear is not classified as a module. Landing gear should be classified as a module to allow hit damage to occur in combat and in the event of a crash.
* Belly landings are currently possible on planetary surfaces. Allow belly landings to occur and be successful in stations / bases. If status of landing gear at 100% should incur a fine.
* Idea: Belly landings produce a crash and debris trail of disturbed earth to mark the ship's passage -- similar to SRV tracks. These trails are littered with hull-plate fragments and doodads from your ship.
* Idea: When a ship finally comes to rest during a belly landing crash it should sag / bite into the terrain a little deeper than currently.
* Idea: The nose / front of the ship demonstrably gouges the terrain as it crashes scattering debris aside and up towards the 'cockpit glass'.
* Idea: When a ship finally comes to rest its heat vents open and it vents heat.
 
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I think you suggestion is a little involved, but the premise of an escape vector showing up when you're botching your approach is pretty cool, especially if it will try to help mitigate much of the damage.
 
I think you suggestion is a little involved, but the premise of an escape vector showing up when you're botching your approach is pretty cool, especially if it will try to help mitigate much of the damage.

I like all of these ideas. There are times as an explorer that I've been known to botch a scan-job and fly too close to a planet. If this could potentially cause a crash landing, it would make flying *way* more interesting!
 
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