Actually, I'm a player which also read and follow the game lore. I have almost all the licensed book of Elite and also the awesome and truly inspiring Drew Wagar Oolite saga. In the lore, and in previously Elite incarnations, the Escape Pod was a real thing, deploy-able and meaningful. I understand that the current incarnation of Elite is following a slightly different game mechanic, sometime a bit more arcade (which is not to regret, even if I'm not an arcade player), and of course it already have many mechanics implemented and solidly accepted by the community.
The current insurance model works very well, take that the CMDR always survive. There's many really interesting game mechanics improvements involved in a new feature like the one I'm proposing, but even with no substantial work, a deploy-able escape pod would add immersion and fun to the game, even more after the 2.2 release, which add more dangerous events and assassins stars.
My propose is really simple:
1) In the role panel - the one on the bottom - there's space (on the right, maybe?) for a new menu (Emergence?). That menu could have a simple "Deploy Escape-Pod" option, or maybe also transfer the Reboot/Self Repair and Self Destruction routines to that. (Sweet! [yesnod])
2) At first, it could be just a place-holder, but a simple implementation could lend to a straightforward mechanic:
a) Escape-Pod successfully deployed: the rebuy screen appear, as it is now. You can choose for the insurance or the stock sidewinder.
b) Escape-Pod NOT successfully deployed: a new screen, when you can choose between the stock sidewinder and clear the saved game.
3) When you have catastrophic ships failure, as at white dwarf and neutron star, there's no way to escape. You'll cannot deploy the Escape-Pod, ever. It shows the "b" screen. You can continue to play your CMDR, but you loose the ship FOREVER. No insurance will do the trick. :O
For the escape pod to be successfully deployed, you MUST deploy it before your ships is destructed. Just simple as that.
This simple improvement will let the current players the chance to continue to play as they do - with a little more thrill and fun - and give the Ironman mode players extremely more fun and meaning to their RPG and self-fiction immersion.
What about?
The current insurance model works very well, take that the CMDR always survive. There's many really interesting game mechanics improvements involved in a new feature like the one I'm proposing, but even with no substantial work, a deploy-able escape pod would add immersion and fun to the game, even more after the 2.2 release, which add more dangerous events and assassins stars.
My propose is really simple:
1) In the role panel - the one on the bottom - there's space (on the right, maybe?) for a new menu (Emergence?). That menu could have a simple "Deploy Escape-Pod" option, or maybe also transfer the Reboot/Self Repair and Self Destruction routines to that. (Sweet! [yesnod])
2) At first, it could be just a place-holder, but a simple implementation could lend to a straightforward mechanic:
a) Escape-Pod successfully deployed: the rebuy screen appear, as it is now. You can choose for the insurance or the stock sidewinder.
b) Escape-Pod NOT successfully deployed: a new screen, when you can choose between the stock sidewinder and clear the saved game.
3) When you have catastrophic ships failure, as at white dwarf and neutron star, there's no way to escape. You'll cannot deploy the Escape-Pod, ever. It shows the "b" screen. You can continue to play your CMDR, but you loose the ship FOREVER. No insurance will do the trick. :O
For the escape pod to be successfully deployed, you MUST deploy it before your ships is destructed. Just simple as that.
This simple improvement will let the current players the chance to continue to play as they do - with a little more thrill and fun - and give the Ironman mode players extremely more fun and meaning to their RPG and self-fiction immersion.
What about?
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