if against - pay + 25% of the insurance value for your destroyed ship and teleport instantly!
So the "solution" is to make it more harsh? Aha. Let's look at the rest.
Anyone who decides to ride you into the forest may receive a fine for an unfulfilled task. you can also be encouraged with a bonus, the faster he coped with the task, the more he received the reward.
How big does such a reward have to be in the present day economy that a griefer would be persuaded to rather turn the guy in on time? And how big the fine to prevent it? Without also making sure that no other player would ever go for it? (And the griefer would simply complete the mission 5 seconds before the timer ends. Big win. )
You spend hours flying between systems, and here you don't want to wait for a "taxi"? you yourself wrote that you die very rarely, and about newcomers, the amounts are not final. those who do not want to participate in role playing will be able to skip it.
Now you confuse me. You mention role playing. What you suggest does not have anything to do with role playing. Merely with making the way up steeper for the new player, punishing him for dying be either making it cost credits or by making him wait. Please don't now try to sell this suggestion as role playing.
I think that in elite dangerous, on the contrary, it is too easy to live, there is enough money for everything and not striving for anything ... in this regard, the principle is needed "with each new stage of development, the game process and the economy should become more cruel to the player." You just need to raise the prices for repairs, refueling and ammunition according to the player's rank.
Which actually at some time was tried. The community reacted badly and it was undone. Also, the statement of it being too easy is from the point of view of an experienced veteran player in a fully engineered ship. Unknown to many here, who either already entered the game as gods gift to space simulation games or have bad memory, the game has a steep learning curve. It's early in the game, where most people die a lot. And then are punished very harshly for that by this suggestion. But hey... they can then "roleplay" sitting in an escape pod and watching a movie. Awesome...
otherwise, having made ten billion, having opened all the engineers, the player remains to explore the opposite edge of the galaxy, where the action is even less. the game lacks dynamism and useful interaction with other players.
Indeed. And it's for this side of the spectrum, veteran players with all gear and plenty of credits, where we'd need more challenge. Preferably as first step, by strongly reducing the power of engineering, to both level the playing field a bit and re-introducing some challenge for veterans. This is what i would immediately support. But some punishment for new players, now cloaked as role playing, i don't.
you also say that fuel rats are unnecessary, and you do not need to help other players save their money, as well as create a workplace for the players or a way to earn money.
Where did i mention the fuel rats? I respect what they do. It's admirable. But people have options. If somebody runs out of fuel, he can contact the fuel rats. They come and help, no matter the odds. That's great. But if the one running out of fuel does not want to wait, till a fuel rat sees the request and comes from wherever, he can also self-destruct and return to base in moments.
Your suggestion goes the other way: the player in emergency will be stuck, unable to do anything. No matter what happens, all the players options are taken away from him. He is a mere object, which another player may or may not pick up, may deliver on time or may just use as playball. And considering that this games community definitely has a toxic part and is giving the game a bad reputation, more stories of "toxic mechanic implemented, toxic players use it to spoil new players fun" is not exactly what we need.
So: fuel rats are fully optional, they are wonderful and dedicated players and i really like it. A mechanic which puts a player (and as discussed, almost certainly a new player) into a bad position, is bad and thus not helping. At all.
I'm sure if you were given the sum of 2-10 millions + 10-40% of the ship's insurance for saving the player. you would gladly do such "fishing". as well as it will make it possible to magnetize, to attach gankers to this mechanic, so role playing will be a popular and paid mechanic among PvP-minded players, stimulating them to highly profitable risks. it is only necessary to add a manual mechanism, a system with a signal setting according to the danger level, so that the player can activate an alert in the task at the expense of the threat level near the escape pod and reconfigure the request with a timer restart and reassignment by the system for other players.
So, the rescuer would get like 10 millions plus half of an eagles rebuy? Or he could annoy the player for almost half an hour? What would a toxic player, with a ten digit credit counter (like most of us old players) most likely go for? And then other people would have to come for the rescue? And interact with each other? And to role play even?
Dude, you are funny, you should start a comedy!