Where you respawn after dying can be a bit confusing, and it gets more complicated now that Fleet Carriers are respawn points. So I thought I'll do some tests and share the results. If you're familiar with how it works already, treat this like a quiz.
That you can respawn in FCs is essential for explorers, but it leads to some curious situations which I'll mention at the end. These include the option of instant travel to a system of your choice!
Originally I expected the rebuy screen to offer you 3 choices to handle some situations, but no, there are just the usual 2, including the Sidewinder/Bubble option which I'll ignore. For these tests, I travelled between 3 systems – 2 with stations and 1 without. I also parked my FC in one of the populated ones. That is:
System A – Station A
System B – Station B and Fleet Carrier
Unpopulated System C
The results show that stations and FCs work similarly but not quite the same – there's a slight bias for respawning in stations. The "☠>" below means the point I self-destructed, followed by the respawn point in spoiler text.
Launched from Station A and jumped to System B. ☠> Station B
Launched from Station A, jumped to System B, and dropped in FC instance without docking. ☠> Station B
Launched from Station A and jumped to System C. ☠> Station A
So the basic rule is that if your current system has a station, that's your respawn point. If there's no in-system station, you respawn at your last docked station – even if it's farther away than near-by systems that do have stations. Also, it seems that if you launched from a station, you don't ever respawn in a FC.
Launched from FC (in System B) and low-wake. ☠> FC
Launched from FC and dropped in Station B instance without docking. ☠> Station B
Launched from FC and jumped to System A. ☠> Station A
Launched from FC and jumped to System C.☠> FC
The fact that dying in an unpopulated system could respawn you in your FC seems exploitable. Set your FC to jump to a far-off System X and undock before the jump. Now you can do whatever you want – but make sure you don't dock anywhere – and when you want to return to your FC, just go to an unpopulated system and self-destruct. It will cost you the insurance but it's a kind of instant travel to any system that's accessible to your FC.
I also duplicated some of these tests on another player's FC and the results are the same. This leads to a potential funny situation. After visiting someone's FC, you go exploring without docking anywhere else first. Then you died in an unpopulated system. Your respawn point will be the FC which could be on the other side of the galaxy. Then there's the kidnapping scenario (which I raised even before the FC Betas). Suppose you're in another player's FC and it jumped when you weren't paying attention or you have logout. The FC goes to an isolated spot and your short-range ship is stuck. Now even self-destructing won't help because you'll respawn back in the FC.
Originally I expected the rebuy screen to offer you 3 choices to handle some situations, but no, there are just the usual 2, including the Sidewinder/Bubble option which I'll ignore. For these tests, I travelled between 3 systems – 2 with stations and 1 without. I also parked my FC in one of the populated ones. That is:
System A – Station A
System B – Station B and Fleet Carrier
Unpopulated System C
The results show that stations and FCs work similarly but not quite the same – there's a slight bias for respawning in stations. The "☠>" below means the point I self-destructed, followed by the respawn point in spoiler text.
Launched from Station A and jumped to System B. ☠> Station B
Launched from Station A, jumped to System B, and dropped in FC instance without docking. ☠> Station B
Launched from Station A and jumped to System C. ☠> Station A
So the basic rule is that if your current system has a station, that's your respawn point. If there's no in-system station, you respawn at your last docked station – even if it's farther away than near-by systems that do have stations. Also, it seems that if you launched from a station, you don't ever respawn in a FC.
Launched from FC (in System B) and low-wake. ☠> FC
Launched from FC and dropped in Station B instance without docking. ☠> Station B
Launched from FC and jumped to System A. ☠> Station A
Launched from FC and jumped to System C.☠> FC
The fact that dying in an unpopulated system could respawn you in your FC seems exploitable. Set your FC to jump to a far-off System X and undock before the jump. Now you can do whatever you want – but make sure you don't dock anywhere – and when you want to return to your FC, just go to an unpopulated system and self-destruct. It will cost you the insurance but it's a kind of instant travel to any system that's accessible to your FC.
I also duplicated some of these tests on another player's FC and the results are the same. This leads to a potential funny situation. After visiting someone's FC, you go exploring without docking anywhere else first. Then you died in an unpopulated system. Your respawn point will be the FC which could be on the other side of the galaxy. Then there's the kidnapping scenario (which I raised even before the FC Betas). Suppose you're in another player's FC and it jumped when you weren't paying attention or you have logout. The FC goes to an isolated spot and your short-range ship is stuck. Now even self-destructing won't help because you'll respawn back in the FC.
Last edited: