Rework Player Death & Rebuy (PvP & NPC Ship Combat Only)

I thought I'd throw my hat in the ring for suggestions to make Elite a better experience for players in both Open and Solo play environments by adding an element of player agency to the death mechanic that can at times be, in my experience, extremely unforgiving and cavalier with a players time, especially at the hands of other players.

** Warning ** Wall of Text Detected **

My proposal: Rework Player Death & Rebuy (PvP & NPC Ship Combat Only)

Issues Addressed: Mitigates potential for significant frustration and anger at time lost depending on where/when combat occurs, especially when combat is unwanted (Exploration or Trade vessels being attacked by pirates/malicious players, Power Players, etc.)

Criteria – When Player’s Hull reaches 0% due to damage taken by PvP or NPC weapons fire/ship to ship ramming. (Edge Case of Ship Ramming Ship into Asteroid/Structure/Planet would need to be accounted for somehow...or not)

Change - At time hull reaches 0%, send defeated ship CMDR to a seperate instance to engage in an attempt at recovery from destruction utilizing methods outlined below. Ship(s) with hull greater than 0% would remain, and be able to salvage cargo/mats left behind based on loot table much like a destroyed NPC ship would.

* From the perspective of the survivor/victor of the battle:
** Defeated ship displays ship destruction animation (though the hull should remain somewhat intact with severe cosmetic deformation), defeated ship is no longer targetable, and cargo or materials are selected to be displayed based on similar “loot tables” as NPC cargo drops for ship destruction. (Saw a suggestion in another thread that this be based on combat rank, which I thought was a good idea as well)

* From the perspective of the defeated/loser of the battle:
** System failure, and power down sequence initiated, “blackout” of pilot as ship is reinstanced. Ship State at this point: Hull 0%, Core Components 0%, Optional Components Between 1%-5% (includes Cargo Hatch). Pilot then “wakes up” in a separate instance of normal space (location may determine some variance, such as if in an instance with an outpost, space station, or megastructure, in which case ship should be at or outside the no-fire zone when player “wakes up”) and now has decisions to make about the ship to prevent final catastrophic ship loss. The procedure would look something like this:

*** Limited Self Repair – Addition to every ship of a Class 1 LSR Module. Does Not Affect Hull Integrity – any actions that would incur Hull damage would result in ship destruction and rebuy. LSR activation will provide a onetime restoration of “minimal functionality” to all essential Core Components (Power Plant, Thrusters, Frame Shift Drive, Sensors, and Life Support) until replenished at a station or outpost. Once activated (Automatic once player “wakes up”), the ship is stable while stationary in normal space (additionally in Combat Zones, ship will register as neutral unless actions are taken by pilot to register them as otherwise, if pilot does not leave CZ to repair, and receives any further damage, ship will be destroyed and normal rebuy proceedings will commence.) Performing any tasks that utilize any of the Core Components will detract from the integrity for each component (can be represented via the integrity displays under modules as a “red” line instead of orange or as an overlay on the main HUD? Perhaps more simplistically displayed as LSR Reserves?) Power plant and Sensors are excluded from this integrity issue (though perhaps periodic sensor glitching can/should occur). This will allow for player decision to risk trying to recover any cargo that may have been lost at the time of ship decompression (Mission Specific Cargo perhaps?) Upon losing all integrity to a Core Component, reliance on one of the actions to follow will be necessary. LSR is really only meant for temporary operation of the ship, and therefore the ship will have very limited jump range (as in finite number of jumps regardless of fuel scooping), and is intended to allow a CMDR to reach the nearest star port for emergency repairs. If a star port is outside of the range of the ships LSR capabilities, the ship will automatically be dropped into normal space, and one of the following options will be necessary.

*** SAR – If in a populated system, ship can deploy a distress beacon, based on security levels and population of the system, probability and response timing of Search and Rescue ships (or Salvage and Recovery if in Anarchy System) to arrive on scene and impart repairs could be presented to the CMDR as an audible response from Rescue/Recovery One. If in a non-populated system, a SAR request can be made, and could be treated much like a “ship transfer” in that it would require payment and an allotment of time for SAR to reach your location. Rescue/Recovery One would be able to impart permanent repairs to all essential modules and restore a small amount of hull integrity. Essentially enough to make the ship viable for travel of any distance, but at considerable risk from environmental factors. This might also work for running out of Fuel as well. A tie in to the Fuel Rats would be really cool here for Open play. (Inside the bubble, SAR will incur a fee payable at the time of rescue, and should be fairly nominal, could vary depending on affiliation or reputation, and higher in Anarchy systems, but affordable. Outside the bubble, SAR would be much more expensive, either situation could be setup as a wage garnishment, much like having a crew member taking a portion of your profits. Full payment can be made at any time at the SAR contacts screen. The higher your SAR costs, the more of a percentage they take from profits up to a max % TBD?)

*** Bypass – If you’re too far from any space ports to make it via LSR, but close enough that you think you can make it without the need to wait for or pay for SAR, you could bypass the safeties on your Core Components. This would essentially allow a short amount of supercruise travel, and 1 hyperspace jump. Essentially enough time to Fuel Scoop or make a jump to the next system. Upon arrival to the next system (or at the end of the short period of supercruise, xx Ls?) the ship will ‘safely’ return to normal space and power down all modules, requiring the player to reboot all modules, set them to “Bypass” again, and repeating the procedure until they have reached a star port or decide to contact SAR or a player with SAR capabilities.

Potential Other Issues Addressed:

Ganking” – A player in a significantly superior ship targeting and destroying ships that are ill equipped to fight back or even escape.
* “Ganker” is still subject to all the normal Crime & Punishment measures, as well as any player driven initiatives to halt the behavior, but still gets to blow up ships that are no match for them and generally be a bully. Notoriety is increased, emergent gameplay is provided for both the “Ganker” and the “Ganked.”
* Victims now have the ability to, via gameplay, avoid significant damages or loss brought about by another player being malicious. (Mission Failure due to ship destruction, or cargo loss can now potentially be mitigated, as can Exploration Data, and highly ranked crew members now be saved.)

Station Griefing – By providing the LSR gameplay, a CMDR who buys a sidewinder to then “ram” and be “destroyed” by ships entering the mail slot who are exceeding 100m/s, thereby imparting the targeted ship with a bounty, and being destroyed by station weapons, would in essence only succeed in wasting their own time.
* The Griefer would be re-instanced, “wake up” (at or near the no-fire zone) and activate LSR, and once their ship came online, would need to immediately wake out to avoid station security scanning them, and identifying them as a criminal (as they too would have been guilty of reckless flying when they rammed the incoming ship above 100m/s) and “dispatch” them to the nearest detention center for processing. Thereby adding considerably to the time it would take them to successfully complete the loop of targeting ships and suiciding into them to cause them to be blown up by station security. Notoriety would increase, and station resources would no longer be accessible due to the need to dock anonymously. It would become a very expensive and time intensive endeavor.
* The Griefed would in all likelihood still be taken out by station security, however, when they “wake up” (at or near the no-fire zone) and activate their LSR, they could then quickly wake out to avoid being scanned by security, locate a nearby station to repair, take care of any “bounties” at an interstellar contact, and resume their business (with no significant loss of a rebuy, or reputation/cargo loss if they’re quick enough). Obviously this is all completely avoidable if you keep speed below 98m/s near stations!

Thank you for your time if you've read this far! I enjoy this game a great deal, and am looking forward to new content and activities, and want to say I really appreciate all the hard work that has gone into this game thus far by both the developers (Keep up the great work, Game Dev is HARD!) and the community!

Fly safe! o7
 
Notoriety is increased, emergent gameplay is provided for both the “Ganker” and the “Ganked.”

How is it emergent gameplay? The entire point of your proposal is to remove any danger of the ship or data/cargo being lost, why not just make PVE ships untargetable to start with? That will solve the problems of the gankers as well, and the danger of me losing 100kly of data to a PvP player who wants to slaughter helpless players, and will remove me from a frankly boring and irritating gameplay that I don't want to take part in, and that is fighting other players. I don't have weapons so there's no point in me being involved in any fight. Just appears to be another attempt justify targeting and attacking PVE players, we don't want to be your content or emergent gameplay or involved with you in any way at all.

Oh yes, gankning;

is the process in which a group of charecters gang up on one or more players that do not have a chance to defend themselves, Or when one high level player does the same action to a player way below his or her own level.

How is that in any way enjoyable or emergent gameplay?
 
How is it emergent gameplay?

By definition: Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. -Wikipedia

Therefor, by utilizing the chat mechanic, interdiction mechanic, and ultimately either dropping cargo, or firing weapons, the interaction has the capability to have a variety of emergent aspects to it. I did not stipulate whether they would be desirable by all parties involved. Moreover, the "emergent" aspect I was referring to, was, for the case of the "critically damaged ship" all of the events that could occur after being attacked and having your hull reach 0% integrity (formerly known as blowing up and facing a re-buy screen).

I make the assumption that whether playing in Solo (where NPC's may attack you) or playing in Open (Where Players AND NPC's may attack you) you are, at some point, going to be attacked. Whether your ship is equipped at the time to handle that or not, or whether you are interested in participating in a combat activity doesn't really factor into the equation, at least as the game is currently designed.

But to answer your question, it is emergent simply because of the variety of outcomes you might encounter. Without this additional game play, the outcome is binary, you either escape and live (and hope they don't continue to interdict you), or you die and face a re-buy, lose all exploration data, mission data/cargo, crew, and incur all decreases to reputation and assets (as well as loss of time invested in whatever activity you were attempting).

The entire point of your proposal is to remove any danger of the ship or data/cargo being lost

On the contrary. The point of my proposal is to remove the final outcome of what happens to your ship/missions/data/crew etc. from being solely in the hands of someone with far superior assets and a desire to cause distress or act in a malicious way (whether by Role-play or for "the lulz")

I don't have weapons so there's no point in me being involved in any fight.

Not having any weapons is a choice we make when outfitting our ships for various activities in game. Quite frequently I will run trade and exploration ships sans weapons. I have no intention of seeking out combat in such a vessel. That said, I am well aware of the fact that I may encounter danger, especially within the bubble. In my mind, without weapons, I'm never tempted to try and engage a hostile actor. I run.

Just appears to be another attempt justify targeting and attacking PVE players, we don't want to be your content or emergent gameplay or involved with you in any way at all.

The "attempt" I'm making, is to allow players like myself who maybe don't have a great deal of time available to them, or who value what time they do spend in the game, to be able to play in Open so as to experience other human interactions, but with a somewhat lessened fear of every CMDR either interdicting or "ganking" me as I approach a station or outpost. Again, with the suggestion I'm making, it impacts both Open and Solo equally. I have had the misfortune of losing a very expensive ship in succession to an NPC in Solo early on in my career. It set me back, and was quite frustrating. Had I an alternative to just being obliterated due to a poor outfitting choice I had made, combined with the trade route through questionable space, I would have been significantly less enraged at the time, and probably would have been able to mitigate my losses. It's also possible I may have still failed to reach a station to repair, but it would have been nice to have had the option. An option to focus on something other than how angry I was at myself for being blown up.

Oh yes, gankning; How is that in any way enjoyable or emergent gameplay?

As it continues to be an issue in game, I have to assume it's enjoyable by the person who is parking their heavily engineered combat ships outside of starting areas and vaporizing sidewinders as they exit the mail slot. That is their choice to play that way, and it provides a motive for other players in game to coordinate and seek out said malicious actors and dish out "justice". I never said it was enjoyable to be on the receiving end of it. But, there are still two sides to this issue. Some people obviously like it, but it's at the expense of other player's enjoyment. It's also (in my opinion) extremely unbalanced at the moment, in that a malicious actor can impart significantly greater damages (monetarily in game, and via real world time and effort invested in the game) My proposal aims to mitigate the lack of enjoyment we may feel by being "ganked" while still allowing for said "ganking" to occur within the framework and rules set forth by FDev. I like Options. [smile]
 
Issues Addressed: Mitigates potential for significant frustration and anger at time lost depending on where/when combat occurs, especially when combat is unwanted (Exploration or Trade vessels being attacked by pirates/malicious players, Power Players, etc.)
While I think there are issues with the rebuy mechanic - largely that the cost scales extremely poorly with ship size and actively discourages both risk-taking and the provision by Frontier of optional high-risk environments...

...I don't think you'd get Frontier to agree that pirates attacking traders is unwanted gameplay, or they wouldn't have implemented NPC pirates in the first place. Sure, the trader may prefer not to be attacked but that's not what they should expect in a game called Elite.


It's already possible with minimal cost and a small time investment to obtain a ship which is completely invincible to any NPCs normally encountered, and which can stay alive long enough to escape any PvP encounter too. With high-end engineering, which is about to become higher and easier, it's possible to snooze through combat zones even if targeted by multiple opponents, and have a spare minute or two to make highly sub-optimal decisions even when escaping PvP.

Given that, we don't need yet another "well, you skipped all the already existing ways to 100% reliably avoid death in this game, let's keep you alive anyway".
 
*** Limited Self Repair – Addition to every ship of a Class 1 LSR Module. Does Not Affect Hull Integrity – any actions that would incur Hull damage would result in ship destruction and rebuy. LSR activation will provide a onetime restoration of “minimal functionality” to all essential Core Components (Power Plant, Thrusters, Frame Shift Drive, Sensors, and Life Support) until replenished at a station or outpost. Once activated (Automatic once player “wakes up”), the ship is stable while stationary in normal space (additionally in Combat Zones, ship will register as neutral unless actions are taken by pilot to register them as otherwise, if pilot does not leave CZ to repair, and receives any further damage, ship will be destroyed and normal rebuy proceedings will commence.) Performing any tasks that utilize any of the Core Components will detract from the integrity for each component (can be represented via the integrity displays under modules as a “red” line instead of orange or as an overlay on the main HUD? Perhaps more simplistically displayed as LSR Reserves?) Power plant and Sensors are excluded from this integrity issue (though perhaps periodic sensor glitching can/should occur). This will allow for player decision to risk trying to recover any cargo that may have been lost at the time of ship decompression (Mission Specific Cargo perhaps?) Upon losing all integrity to a Core Component, reliance on one of the actions to follow will be necessary. LSR is really only meant for temporary operation of the ship, and therefore the ship will have very limited jump range (as in finite number of jumps regardless of fuel scooping), and is intended to allow a CMDR to reach the nearest star port for emergency repairs. If a star port is outside of the range of the ships LSR capabilities, the ship will automatically be dropped into normal space, and one of the following options will be necessary.

This bit sounds strikingly similar to the 'reboot/repair' function. Do you know about this already being in game because you largely just described it.

As for the rest, mmmm.... I'm not sure. On the one hand it would basically remove all risks in combat since you'd be able to save yourself everytime. That being said, what do you really gain from a rebuy screen anyway. Money is just money at the end of the day and as long as you can afford the insurance, a rebuy is just an annoying setback that could be regained with time. Having to self-recover would also be an annoying setback that you'd need to regain with time and it would probably be more interesting than the rebuy screen. The option to just self-destruct would need to still be there too because some people would rather see the rebuy screen and spend that time doing something else. Also why does your attacker just leave? But then why do you just teleport back to your last location?

I'm rambling now. I honestly don't know and can see positives and negatives both ways. Nice idea though and maybe the devs could work with some of it.
 
How is it emergent gameplay? The entire point of your proposal is to remove any danger of the ship or data/cargo being lost, why not just make PVE ships untargetable to start with? That will solve the problems of the gankers as well, and the danger of me losing 100kly of data to a PvP player who wants to slaughter helpless players, and will remove me from a frankly boring and irritating gameplay that I don't want to take part in, and that is fighting other players. I don't have weapons so there's no point in me being involved in any fight. Just appears to be another attempt justify targeting and attacking PVE players, we don't want to be your content or emergent gameplay or involved with you in any way at all.

Oh yes, gankning;



How is that in any way enjoyable or emergent gameplay?

Engineer your hull and drives. Speed is your friend.

If you are returning from a long trip maybe have an "in bubble" build you can ship to the first base you find.
Go make a coffee, swap modules after and enjoy the survivability for your trip to your desired sell location.

What Id do at least. My Asp is just very fast... Only very modified FAS/FDL are going to to keep up.
 
This bit sounds strikingly similar to the 'reboot/repair' function. Do you know about this already being in game because you largely just described it.

I am familiar with the "Reboot/Repair" function, and this bit is intended to be very similar to that (as it's already in the game, meaning potentially less work to implement in a new way!).

I like the idea of the Reboot/Repair mechanic, however, guess how often I've been able to make use of it? Never. For me, the window in which I've sustained enough damage to cause a module to fail and need to implement that mechanic (Reboot/Repair) and NOT have been blown up and sent to a rebuy screen is excruciatingly narrow. It's far easier for NPC's and Players to just pull the trigger for an extra few seconds and watch a ship explode than be satisfied they crippled a ship sufficiently and leave it to its own devices. Who doesn't like fireworks? And thus, part of why my suggestion allows for both the fireworks AND the continued gameplay of a "Reboot/Repair" mechanic, and a decision tree about how best to recover from your attack and get to safety/complete a mission/be a hero etc. For both participants (willing or not) gameplay continues in a meaningful way AFTER the battle, not just for the victor.

On the one hand it would basically remove all risks in combat since you'd be able to save yourself everytime.

In my suggestion, LSR is a one time use module and must be replenished at a space station after it is deployed. So, while on the one hand it does provide a parachute as it were "every time" it only does so if you've successfully returned to a space station after it was deployed.

Scenarios:

* You're interdicted carrying mission data, it's a pirate, and you choose to fight, you lose, you are reinstanced and your LSR deploys, you get things limping along and must now choose, do you wait for SAR, do you try for the 2 Hyperspace Jumps it will take you to get to your target system, and the 4,000 Ls Supercruise trip, knowing you will likely still have hostiles after you (after all, you haven't "died" and your mission is still active!) Or do you check your Nav panel and try to make it to the Coriolis that's 300 Ls away in the system you're in? You opt to risk it and go for the mission completion.

After the 1st Jump you get interdicted again, this time you try to fight the interdiction (a reason now exists to try and win, because losing has significant consequences in your current state) with low or no shields (remember most modules in your ship are toast or very nearly toast) you take a few rounds as you make your escape but you hull can't take it, and your modules are finished. With no LSR available to engage and prevent catastrophic module failure (as it hasn't been replenished since the last use of it) your ship is committed to the void, and you are faced with a Re-Buy screen.

* You head out to a RES, and do some bounty hunting. All is going well, until you clip the fuzz. In a hail of disco fever from enraged and universally aggro'd Vipers, Pythons, and Anacondas, your DBS is shredded before you can target the second star on the left. Leaving you for "dead" the fuzz resume patrolling the RES for hardened criminals. Your LSR engages, and you plot yourself a course to the next system over (remember you're still a wanted criminal...currently... I have my doubts about C&P with 3.0 and "reckless discharge of weapons" fines, since I accidentally clipped a megaship with a split second of MC fire, and I got the reckless discharge immediately followed by a 200 Cr murder on site, vile scum of the galaxy! bounty. <shrug>) You complete the jump, get to a neutral star port, and as usual, approach said starport at the entirely appropriate and safe speed of 300 m/s. Because, you've done it every time since you started playing. Except as you hit the toaster racks, a Type-9 is inexorably filling your forward view port, a leviathan rising out of the steel jungle. As you contemplate your approach vector, your DBS "boops" the space cow, and like radioactive titanium confetti, is showered upon the residents of the star port. The Type-9 lumbers on, and you are presented with a Re-Buy screen.

I could provide other scenarios, but the point is, just because you have LSR, it's not a license to do whatever you want without concern after you experience a catastrophic combat encounter. The danger is still very much there, I'm just suggesting the addition of an extra layer to assist in those situations where you really didn't want to, or weren't prepared for combat, and the game threw it at you anyway. Now you at least have the opportunity/option to play it smart, and get to safety. Always with the threat of destruction looming. It adds some spice, and mitigates a little of the "I made one mistake, and died, and now I'm going to go curl up and cry for a while."



Money is just money at the end of the day and as long as you can afford the insurance, a rebuy is just an annoying setback that could be regained with time.

Money is usually the least of my concerns at this point in the game. Early on it can be quite frustrating, but you are entirely correct. Money is money is time. What isn't money and is only time, is NPC Crew that have achieved high rank or elite status. Now you've lost countless hours of effort in ranking them up. Additionally, for explorers, who likely value their discoveries (and possibly more so with upcoming changes and the addition of a codex) having days, weeks, or months worth of discoveries wiped out at the whim of a Player CMDR, or NPC could understandably be rage inducing. This is also as far as I'm aware, a situation in which FDev cannot recover for you. So...there's that.


Having to self-recover would also be an annoying setback that you'd need to regain with time and it would probably be more interesting than the rebuy screen.

You also avoid the loss of mission data, mission cargo (if you are able to recover it from your LSR instance), and highly trained crew! And you nailed it, you're still playing the game! You've "failed" but you're still immersed in the game, you're making choices about how to mitigate your failure, and turn it into a win!

When was the last time you heard someone excitedly tell you about the time they were playing and were obliterated by a wing of Anacondas, and how eager they were to get back to playing? Now imagine that same person if they got interdicted and "obliterated" by a wing of Anacondas, but then managed to recover their ship, and slip into a nearby star port to repair, and finally get through to their destination.


The option to just self-destruct would need to still be there too because some people would rather see the rebuy screen and spend that time doing something else.

Yes. No argument here. Ship Self Destruct was never something I thought should be removed.


Also why does your attacker just leave? But then why do you just teleport back to your last location?

How long do you usually hang out with ships you destroy, assuming you've gathered whatever cargo you wanted from them, do you tend to hang out for long periods of time, or do you tend to leave? ;) As for the Teleport stuff....yeah...about that... :x


Nice idea though and maybe the devs could work with some of it.

Thank you. I appreciate the feedback.
 
I assumed someone had said this already but no one had. Here you go

This idea does nothing but provide a remedy for a problem intentionally placed in the game to add more consequence to action. While I don’t want people flocking to solo but in that same respect there is a risk and a reward to every action you make in game from flying towards a 6g planet and engaging in a combat CG to exploring planet surfaces and the great beyond. From thargoids to NPC’s to players everything can be considered a danger. You are proposing ‘fixing’ that and I completely disagree with that. That’s one of the main attractions and most immersing aspects of this game is it’s “no bull crap” attitude toward danger. From the very beginning you are faced with the same dangers as everyone else and how you work with what you have is your choice. This post is just as much whining about being ganked and “unfair gravity” on a 6g moon as the next post. Features that improve what is already here is what fdev wants not your excuses to make the game easier. I’m not wanting to come across as rude and this isn’t a personal attack. I think something more interesting than a rebuy screen would be neat but I don’t think making a coddling system is the way to do it. Good luck and fly safe o7
 
I assumed someone had said this already but no one had. Here you go

This idea does nothing but provide a remedy for a problem intentionally placed in the game to add more consequence to action. While I don’t want people flocking to solo but in that same respect there is a risk and a reward to every action you make in game from flying towards a 6g planet and engaging in a combat CG to exploring planet surfaces and the great beyond. From thargoids to NPC’s to players everything can be considered a danger. You are proposing ‘fixing’ that and I completely disagree with that. That’s one of the main attractions and most immersing aspects of this game is it’s “no bull crap” attitude toward danger. From the very beginning you are faced with the same dangers as everyone else and how you work with what you have is your choice. This post is just as much whining about being ganked and “unfair gravity” on a 6g moon as the next post. Features that improve what is already here is what fdev wants not your excuses to make the game easier. I’m not wanting to come across as rude and this isn’t a personal attack. I think something more interesting than a rebuy screen would be neat but I don’t think making a coddling system is the way to do it. Good luck and fly safe o7

I do know what you mean and on initial read I was thinking the same thing but as I began to write my response, something twigged.

Money is just money at the end of the day and as long as you can afford the insurance, a rebuy is just an annoying setback that could be regained with time.

The loss of money is no different than a loss of time and I even found out yesterday that you can get up to a 10mil loan for insurance costs so there really is no danger of losing your ship to lack of assets. I'm not saying the idea should be immediately implemented as is but it's worth a question. What does the player really learn at the rebuy screen?
 
Back
Top Bottom