Deployable escape pod

So, I'm opening this thread as I really want to have a better game. I'm enjoying very much the current incarnation of Elite, and I agree with many - most, if not all... - players in the forum that the game, although with plenty of potential, lacks many layers of gaming mechanic. In an effort to help as I can, I took many annotations during the last months. One of the topics in my list is the escape pod, and it's strange behavior. Or a lack of one...

As a little side note, I bought two extras accounts (!!!) to play in hard (ironman) mode, simply cause I do not feel that the current insurance mechanic is properly implemented. There are situations which clearly do not permit a CMDR to survive, and the other situations needs more care.

I have a simple proposal:

The Escape Pod should be deployable, as it's the reboot/repair or self-destruction routine. It could be damaged, and under extreme circunstances left inoperable, preventing a survival. It should be deployed before a "point of no return", when the hull collapse avoid the escape pod to be deployed, resulting one more time in the dead of the CMDR.

Mechanic proposal:

1) when the hull integrity reach 20%, alarms start to sound: "Danger! Extreme hull damage!"
2) reaching an integrity of 10%, an holographic text start blinking, accompanied by an audio alarm: "Escape-Pod ready to be deployed!"

FIRST LAYER
To succesfully escape and survive, the pod must be deployed before the ship destruction. It should needs at least a couple of seconds to deploy. It could be deployed from the low panel, the one which is responsible to deploy the SRV and the Fighter (maybe at the right corner?...).

SECOND LAYER
The escape-pod have an integrity value, as the hull of the ships, and it can damaged. Under certain circumstances, it will be left inoperable, preventing th CMDR survival. The following situation will heavily damage/destroy the pod, or prevent any rescue:

1) catastrophic failure at White dwarfs and Neutron stars
2) black holes (when they'll be better simulated)
3) if targeted by an opponent and repeatedly striked, WHEN STILL ONBOARD, depleting it's integrity.

THIRD LAYER (optional)
When succesfully deployed, there could be a third level of mechanic, provided by the integrity and the distance from the nearest station, which is a fixed ratio of integrity loss in space (this part really not so necessary, but doable), which is a (-%/Ly). So, for example, 1% of integrity is lost each Ly the pod has to travel to reach the nearest station... This also could force a variable time lag, so if you are really far you could not respawn instantly, as it is now. Like the "ship transport time", but with two options: slow/bulk cheap, fast/VIP expensive rescue services.
If there is no station under the maximum range, the CMDR do not survive.
Explorers could engineer and dramatically enhance the Pod integrity, under penalty of added weight to the ship.

ENHANCED INSURANCE SCREEN
Of course, you'll still have to pay the insurance for the ship, and maybe rescue fees could be apply, similar to the ship transport fee. So, if you are really far, and your pod do not have enough integrity to survive the distance to the nearest station, you could be able to hire a rescue service (if you have enough spare credits, of course...).
When succesfully escaped, the new "black screen of death" appear (think of it as the pod onboard communication system).
It presents the distance to the nearest station (or, if beneath the range, the last visited station); the time estimated to reach it; current hull integrity and estimated hull integrity to the target; rescue fee (if applicable); insurance screen.
* if some of the criteria could not be satisfied, it communicate the CMDR decease and, after that, present the new CMDR screen.

This is a behavior heavily supported in the lore and in the fictional books from the various authors.

I'm pretty convinced that this greatly enhance our gaming experience, providing more depth and meaning to a survival, giving stronger feel of danger (is it Elite: Dangerous, after all...).

Any thoughts and improvement to my proposal are extremely welcome. Let's help the Devs improve our experience!
 
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There's definitely some backstory to having an Ironman version of Elite (when you're dead you're dead) though you can imagine the crying if adding such to 'muh immersion' meant 'I can't have fun with my friends in a God ship when I want.' (even if the amount of fun in that idea is a bit pants).

Happen to agree with the OP myself (and DDF designs spoke of an instancing mode, where you could only instance with other ironman players and, if dead, you have option to carry on but in ordinary open play). Of course it means adding game code mechanics (not simple if you want an animations too) which ultimately is not quite 'core' in terms of the game, when P2P networking and vehicle-in-vehicle nesting is for now higher code priority development.

For the time being, there are a few around who do play an Ironman mode, and you can, because your right panel records how many rebuys you made .. so if it's 'none' and you fly a Corvette, you really are one steely eyed missile man Commander.

You can obviously either start again on any ship destruction or Cmdr Mossfoot made a dice roller, so you can give yourself half a chance, in what is for now an imaginary escape pod ..

the ejection table online is here; http://www.trainsimdev.com/elite/
a description of how it calculates, here

Respect.
 
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3) if targeted by an opponent and repeatedly striked, WHEN STILL ONBOARD, depleting it's integrity.

Yes, I am quite sure a certain portion of the playerbase would welcome this suggestion. As for most of the rest of us, politely "No"

Cheers Cmdr's
 
Some nice ideas there OP.
It would need a dedicated Ironman mode to function though, which I don't think we will ever see - Sandro has said as much I think.
So those who want Ironman are left to our own devices and to be honest I quite like that.
 
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I understand your point, Winterwalker. Indeed, if you fly a Corvette and your rebuy screen show a bald 0, you are surely a damn good pilot. Or one who ranked up with Fed doing trading missions, always running away from troubles... that's my point. I think that the currently implemented rebuy/insurance, as I tried to get clear - forgive me, I'm not a native English speaker, so limits apply! - it's very shallow. There's a need for a better behavior under ship failure, not just for the Ironman guy - niche - but also for the common player. Nothing wrong in pay the insurance for a rebuy, but it cannot really be instantaneous, nor failure proof - if your player got smashed by a Neutron star, I'm sorry, but there's nothing you can do. Just for the shake of clearness, neutron stars have so strong magnetic field, they could rip the iron in your body out very far from you...
Elite IS not an arcade game, from the beginning. Is what Elite always had different from the other games from the very first '84. Elite: Dangerous stand up for it's close representation of a realistic/futuristic space traveling system. The game mechanic rely on concepts they are considered feasible - such as the Alcubierre drive, responsible for the Supercruise - and the whole Galaxy is simulated under strict scientific parameters. There's really no space at all for shallow game mechanic.

Of course, I can use the tables proposed - very nice, thanks for point me to them! - but a game who rely on external sources to achieve a small degree of depth is a bad designed game. Just this.

Fly safe!

- - - Updated - - -

3) if targeted by an opponent and repeatedly striked, WHEN STILL ONBOARD, depleting it's integrity.

Yes, I am quite sure a certain portion of the playerbase would welcome this suggestion. As for most of the rest of us, politely "No"

Cheers Cmdr's

Comrade Napoleon, I play just PvE, so I'm not considering here the PvP and it's effects. I just think that, as previously replied to Winterwalker, Elite needs depth and realistic game mechanic in regard the players. We can discuss on the details, which ones could be preented to the dev, and eventually just propose a small improvement. That what I'm talking about. I think that for something possibly hit the devs, it must be well thought and with a lot of support from the players base. We can open a pool, to test which implementation will be welcome and which one definitely not.

Fly safe!
 
i think its a lot of DEV time for the same outcome, IE: you press re-buy to get your ship back because you died. It'll be adding a bunch of development time to put some pretty eye candy or RP excuse over death.
 
Some nice ideas there OP.
It would need a dedicated Ironman mode to function though, which I don't think we will ever see - Sandro has said as much I think.
So those who want Ironman are left to our own devices and to be honest I quite like that.

Not sure this need a dedicated Ironman mode. Really, there's no need for such dedicated mode if the mechanic are well implemented. I think that at least, a deployable escape pod will give the player the feel that he/she actually survived a ship failure. At least! We can left the other possible calculations to the various tables and player own discretion...
 
Not sure this need a dedicated Ironman mode. Really, there's no need for such dedicated mode if the mechanic are well implemented. I think that at least, a deployable escape pod will give the player the feel that he/she actually survived a ship failure. At least! We can left the other possible calculations to the various tables and player own discretion...
I think you would find support and acceptance for such ideas from the Ironman / Sim orientated players however there's plenty who see this game as an action shooter that would be against it. It's more to do with the diverse player base and alternative views as to what makes the game good.
I'd be in your camp with this but there's may who wouldn't.
 
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