Escape Pod ideas

So your escape pod would have a backup copy of your ship computer data, meaning if you successfully ejected and made it to the nearest station, you would keep your exploration data, claims, merits and bounties. With the exception of self-destructing.

Obviously cargo would still be gone.

Perhaps a countdown from when you leave your ship, to when it jumps, allowing your small 1 use FSD to charge and giving the enemy a chance to destroy/capture your pod.

Capturing pods with special "seeker" limpets to aquire claims, bounties and exploration data.

Destroy with fixed weapons or fighters.
 
Sounds very Eve Online-y. Lol

While the death mechanic is odd in ED, I believe the loss of data is a good risk/reward system.
Even if it makes no sense.

However, I do like the common "black box" idea, that is ejected on ship destruction, which contains some of your data, maybe all of it. (Requires balance)
But it has a strict time limit, and is very hard to find.
And maybe have a semi RNG timer on whether it's been destroyed or stolen, based on how you died.

While losing your cargo is very irritating, it can be easily replaced, you only need money.
Losing weeks or months of exploration data is, I feel, too harsh of a punishment for death.
Especially as explorers are generally the more peaceful of the player base, and being ganked by NPCs for data they can not have is rather odd. Lol

Adding a black box would, A) mean you can possibly retrieve some or all of your data.
And B) immediately make NPC interdictions against explorers make much more sense.

Your sensor module rating could dictate how much data you can store.
Giving people a reason to take A Class.
 

Yaffle

Volunteer Moderator
I think capturing the pod would just lead to destroy noobwinder -> see player eject -> capture pod -> log off for a month

I'd like to see more with the escape pod/death sequence, but I'm not too sure allowing their capture is a good idea.
 
In one of the early proposals, I suggested a system in which a captured NPC-pilots continue to be held as a hostage for not limited period of time, while the players-pilots remain in the prison no more than one hour, after which the player "wakes up" in the hospital at the station as a free man. If within the hour the player was not sold on the black market.
Immediately after capture, to the player is given the opportunity to fall asleep in a cryogenic chamber (escape pod) and immediately begin the black market quest (slave contract).
If developers really don't like to strain with the slave contracts, the player can "wake up" at the station as a free man.
Or stay awake for an hour, hoping for a chance of salvation:
- interception of the ship by friends or police.
- malfunction of locking mechanism of the escape pods, or hacking locks from the inside, after liberation become unarmed in a foreign ship, find a weapon (usually non-lethal, with a low damage) and try in FPS mode to capture the ship, and obtain freedom.

It is obvious that there is a need to somehow use the ability to move inside the ships and stations.
 
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