- Instant respawn after ship destruction, instant death penalty for poor parking. Everyone Wanted Dead.
Real reason, gamey. You don't want to wait weeks until someone may pick your escape pod up.
Devs needed a quick way to remove AI ships who messed up the parking routine and have no hope to recover.
In-Game reason: Cloning
Each time you enter a station, you back up your body and mind. When your ship blows, your current copy dies. Your in-game character loses all the experience collected since the last mind backup (docking). That is why you lose bounties, exploration data, combat bonds etc not cashed. They were not added to your backup. So when your copy dies, your ship sends a high speed signal out, initiating the wake up of your next clone.
This is one reason life is so cheap (6k for murder) and death penalty is practically the only punishment type.
The other reason is that sometimes the cloning process may go wrong. Resulting a clone with imperfect mind-body integration. Those clones turn violent, destructive and downright homicidal. The bounty system is out there to deactivate these malfunctioning clones. By blowing them up and allowing the creation of a new, hopefully correct clone. Sometimes the clone is so corrupted, simple re-cloning would not help, hence the sleeping bounty system was introduced. Police and Bounty hunters are not there to apprehend you, they are there to check if your clone is OK. If not, make sure you get a new one...
JMG and others came up with this and I think it fits rather well.
- Instant cargo load/unload. No Station-Planet flights. Stock, more than a base could fit. Tech wanted ship cargo transfer. 1t slave canisters.
Real reason: no one wants to wait 30 mins to load-unload, so it is gamey. Missing planetary landing elements means every planet has to have a station. AI is just not coded to fly toward a planet.
In-Game reason: Transporter beam
The cargo is being unloaded/loaded using transporter beams. The same beams are used to move stuff between the planet surface and the station it orbits. The same transporter is used by the tech wanted ships. This transporter beam is just too expensive for CMDRs and/or too bulky/energy consuming for anything but capital ships and stations.
Each cargo rack is fitted with a passive pad. The base or tech ships have an active pad that locks on and do the transfer. In this setup, the transfer range is around 100m most. For planet-base transfer, you need 2 active pads. That is the reason you would still need to land on a planet (when that happens). It is a bulk matter transporter. Living things (like slaves) would need to be in stasis and inside a special protective shell. That is the reason you need 1 ton capsule for a single slave.
- No access to the current prices of other bases. Message transfer missions, tangible data canisters.
Real reason: Make it difficult, gamey.
In-Game reason: Radio is still not faster than light
There is no way to transmit on-line bulk data over interplanetary, let alone interstellar distances. You need an actual ship and FSD to travel faster than light. Data in itself can't do it. You can't ask an other station to send you their prices, it would take years to get there over radio. There is a FTL communication method, but it has an extremely limited bandwidth. KWS scanners and automated distress beacons can use it to send and receive 1-2 byte worth of data. We are at an age, where you can travel faster than your message. Kinda like the world before wired and wireless communication. Messengers on horses and ships carry the news around. That is why you have ships loaded with data canisters, can't send your exp data, can't compare station prices on-line etc.
- Insurance mechanics
Real reason: death penalty gamey way.
In-Game reason: Down payment, deductible
You already pay your insurance in full and up-front when you pay for the ship. Call it, 1 million out of that 7 million you paid out to buy it all. What you pay after you die, is your deductible. (CMDR Holycow)
Do you have your small In-Game immersion things? Don't hesitate to share.
Real reason, gamey. You don't want to wait weeks until someone may pick your escape pod up.
Devs needed a quick way to remove AI ships who messed up the parking routine and have no hope to recover.
In-Game reason: Cloning
Each time you enter a station, you back up your body and mind. When your ship blows, your current copy dies. Your in-game character loses all the experience collected since the last mind backup (docking). That is why you lose bounties, exploration data, combat bonds etc not cashed. They were not added to your backup. So when your copy dies, your ship sends a high speed signal out, initiating the wake up of your next clone.
This is one reason life is so cheap (6k for murder) and death penalty is practically the only punishment type.
The other reason is that sometimes the cloning process may go wrong. Resulting a clone with imperfect mind-body integration. Those clones turn violent, destructive and downright homicidal. The bounty system is out there to deactivate these malfunctioning clones. By blowing them up and allowing the creation of a new, hopefully correct clone. Sometimes the clone is so corrupted, simple re-cloning would not help, hence the sleeping bounty system was introduced. Police and Bounty hunters are not there to apprehend you, they are there to check if your clone is OK. If not, make sure you get a new one...
JMG and others came up with this and I think it fits rather well.
- Instant cargo load/unload. No Station-Planet flights. Stock, more than a base could fit. Tech wanted ship cargo transfer. 1t slave canisters.
Real reason: no one wants to wait 30 mins to load-unload, so it is gamey. Missing planetary landing elements means every planet has to have a station. AI is just not coded to fly toward a planet.
In-Game reason: Transporter beam
The cargo is being unloaded/loaded using transporter beams. The same beams are used to move stuff between the planet surface and the station it orbits. The same transporter is used by the tech wanted ships. This transporter beam is just too expensive for CMDRs and/or too bulky/energy consuming for anything but capital ships and stations.
Each cargo rack is fitted with a passive pad. The base or tech ships have an active pad that locks on and do the transfer. In this setup, the transfer range is around 100m most. For planet-base transfer, you need 2 active pads. That is the reason you would still need to land on a planet (when that happens). It is a bulk matter transporter. Living things (like slaves) would need to be in stasis and inside a special protective shell. That is the reason you need 1 ton capsule for a single slave.
- No access to the current prices of other bases. Message transfer missions, tangible data canisters.
Real reason: Make it difficult, gamey.
In-Game reason: Radio is still not faster than light
There is no way to transmit on-line bulk data over interplanetary, let alone interstellar distances. You need an actual ship and FSD to travel faster than light. Data in itself can't do it. You can't ask an other station to send you their prices, it would take years to get there over radio. There is a FTL communication method, but it has an extremely limited bandwidth. KWS scanners and automated distress beacons can use it to send and receive 1-2 byte worth of data. We are at an age, where you can travel faster than your message. Kinda like the world before wired and wireless communication. Messengers on horses and ships carry the news around. That is why you have ships loaded with data canisters, can't send your exp data, can't compare station prices on-line etc.
- Insurance mechanics
Real reason: death penalty gamey way.
In-Game reason: Down payment, deductible
You already pay your insurance in full and up-front when you pay for the ship. Call it, 1 million out of that 7 million you paid out to buy it all. What you pay after you die, is your deductible. (CMDR Holycow)
Do you have your small In-Game immersion things? Don't hesitate to share.
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