Stop Suicides

I`ve never suicided in life and I have no intention of doing it in games- Ever.

Unfortunately, killing yourself to get out of situation is very common for kids in games. Not much you can do about it.
 
I once suicided on a planet when inside my SRV and thats because i fell down a hole that i couldnt get out of.. That could be argued as a fair use of the feature.

But i do agree with you that its used a cheat in game and often to maleficent effect.

but how do you program the game to know the different?
 
I once suicided on a planet when inside my SRV and thats because i fell down a hole that i couldnt get out of.. That could be argued as a fair use of the feature.

But i do agree with you that its used a cheat in game and often to maleficent effect.

but how do you program the game to know the different?

There is a great thread regarding CMDR Bomba Luigi who did a similar thing

https://forums.frontier.co.uk/showthread.php/268862-Help-I-need-Ship-Rats!

I'm only half way through it so don't tell me how it ends!
 
I've just read a thread about a guy annoyed at losing a corvette because they got rammed by a suicide-winder outside a station. Sure, they shouldn't have been speeding, but it's the suicide part that is getting to me.

There are other suicide-related issues in the game. There is the suicide to instant travel, whether from Colonia, from 5000Ly out (for Palin), or just to skip 5 minutes of flying time after yet another skimmer mission stack.

There is the suicide to clear bounties.

There are no doubt other aspects I can't think of right now.

In my opinion, suicide should be an action of last resort. Something that you will almost *never* want to do. Something that never provides a benefit to the suicider.

Now, that may not be possible in all cases. Especially because there are ways to suicide that are difficult to distinguish from combat or accidental death.

That doesn't mean we shouldn't try to discourage it, though.

Bounties: There should be no way to clear a bounty, apart from letting its time expire and converting into a fine that you then have to pay off. Yes, that means dodging security and bounty hunters for 7 days. Don't like it? Don't do the crime.

Fast travel (Palin): The 'distance from start' should be split into two: the existing 'distance from start', and a new shadow 'distance from start as at last dock' which is only updated from 'distance from start' when you land on a landing pad somewhere. If you die at any time, then 'distance from start' is replaced with 'distance from start as at last dock'. Things like Palin's invitation check must only occur when you land on a landing pad and be based on 'distance from start as at last dock'.

Fast travel (missions): The basic problem here is that some missions pay out immediately while you are in space. IMO they need to change to be like kill vouchers. i.e. you don't get paid until you dock somewhere and if you die then you lose all your vouchers. These new 'mission vouchers' should be able to be cashed at any station with the Contacts facility.

Fast travel (Colonia): I can't think of any reasonable method to discourage this, apart from removing the option to restart in the starting system in a Sidewinder entirely. Is that option really necessary, though? Isn't restarting in the last station in a Sidewinder enough?

Insurance in general: Currently rebuy is only a small percentage (regular backers are 5% (I think), Beta backers (like me) are 3.75%, and Alpha backers are even less). To discourage regular rebuys, insurance costs should gradually rise, say 1% point for each rebuy up to some maximum. It could then decrease over time, say 1% each day/week until it returns to the baseline value.

Oh no, my sidey insurance increased by a percent! Better stop now!
 
Are there actually people suciding just on a 5000LY trip?
Are you actually serious?
Erimus managed to cross the galaxy before we even had star filters and route planners yet some people aren't even able to travel 10000LY. Jeez.

Lol.

Please go see the number of complaints that "explorers are hard done by because they have to do combat things to unlock engineers that do some higher grade stuff used in exploration".

Many of them whining they won't have part of it until it's changed.

Conversely, perhaps the most integral combat mod going is hidden behind an exploration run. But instead of crying that the goalposts cannot be moved, if these players you talk about cannot see it through they deal with in their own way like a grown up and terminate themselves once they have achieved what they need.

Now I stuck it through but I have to say as primarily a combat player that it was the most dull experience of my life. I have a few nice screenshots and otherwise memories of "honk, jump, repeat".

So provided that suicide doesn't involve blowing you up, remind me where the problem is? :)
 
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Except when my SRV gets stuck on a building and not even switching modes gets it free.
 
**WARNING**

Choosing to self destruct will flag your insurer that you chose to destroy your ship.

Your Self Destruct Penalty Points will increase by 1.
Your new total will be 2 points.

Your Insurer will fine you 2x your next re-buy costs (at least a minimum of 1 million credits)

Points can be removed at a cost of 10 million per-point, once per calendar month.

Are you SURE you wish to do this?
 
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Judging by the closure of the other thread on it (be it at the OPs request) and fdevs reply, they deem ramming as good ole fun for everyone. I may take it up as a pasttime as it seems we can do as we damn well like these days. Evlite Dangerous! :(
 
Lol.

Please go see the number of complaints that "explorers are hard done by because they have to do combat things to unlock engineers that do some higher grade stuff used in exploration".

Many of them whining they won't have part of it until it's changed.

Conversely, perhaps the most integral combat mod going is hidden behind an exploration run. But instead of crying that the goalposts cannot be moved, if these players you talk about cannot see it through they deal with in their own way like a grown up and terminate themselves once they have achieved what they need.

Now I stuck it through but I have to say as primarily a combat player that it was the most dull experience of my life. I have a few nice screenshots and otherwise memories of "honk, jump, repeat".

So provided that suicide doesn't involve blowing you up, remind me where the problem is? :)

Utter nonsense, there are plenty of PvP/Combat pilots moaning about having to leave the bubble for ten minutes to unlock x,w,z.

RTF!

*edited for clarity.
 
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Please, let the people play the game at their own way.
Please, if you want a game with other mechanics and all well ruled by internal laws, put some millions of euros in the hands of developers to create the game you want for us, but remember, maybe I will not like it.
Please, remember the name and lore of the videogame, all the Void are Dangerous.
(I think out of Bubble all systems are Anarchy... without law...)

I agree in principle.

Far far too much attention is being placed on what other people are doing.

I and many, could not care less regardless how much we tried how many times you clear your bounty by suiciding or making your ship fart.

Nor do I care how much money you have or how much you lose or how you arrive here or there or anywhere.

By focusing your attention outside self, you are short circuiting self and committing a form of suicide each and everytime you center your focal point of awareness on others especially when that focus is
suppressive in nature under the guise of benefiting a group, a game or anything else.
 
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I agree in principle.

Far far too much attention is being placed on what other people are doing.

I and many, could not care less regardless how much we tried how many times you clear your bounty by suiciding or making your ship fart.

Nor do I care how much money you have or how much you lose or how you arrive here or there or anywhere.

By focusing your attention outside self, you are short circuiting self and committing a form of suicide each and everytime you center your focal point of awareness on others especially when that focus is
suppressive in nature under the guise of benefiting a group, a game or anything else.

This is a visit from an alien race that transcended from physical form to pure energy a millennia ago. Cosmic space hippies tired of the endless open v solo arguments on the forum, they "sublimed" (as Iain M Banks would have it) into, well we don't really know, but so far any interaction with us pilots has been benign. So far.
 
This is a visit from an alien race that transcended from physical form to pure energy a millennia ago. Cosmic space hippies tired of the endless open v solo arguments on the forum, they "sublimed" (as Iain M Banks would have it) into, well we don't really know, but so far any interaction with us pilots has been benign. So far.
I think he just said that he couldn't give a monkey's, I agree; why would I care how other people play the game? It has the square root of sod all effect on me any ways up.
 
Assuming you don't get rid of the Suicidewinder meta on the same go, this would quickly lead to exploit abuse.
1. Get a bounty
2. Get a friend
3. Pick a Sidewinder
4. Meet up to have said friend blow you to smithereens
5. Repeat
Infinite profit.

That's no different from the way it works now? Which is why we're stuck with bounty caps until someone comes up with a better idea.

This would be a bad idea. You should realize that there are systems with inadequate shipyards which are too far away from other systems for a default Sidewinder to jump out of which would mean you could effectively get your whole save stuck into a single system forever. The transport to Trevithik Dock is a good default because it's a familiar place for everyone and the possibilities to get up and running again are flexible enough there.

Then maybe bring new functionality for ship transfers & megaships to allow escaping such systems? Or require that it be the last visited system with adequate services, including a shipyard?

Please, let the people play the game at their own way.
Please, if you want a game with other mechanics and all well ruled by internal laws, put some millions of euros in the hands of developers to create the game you want for us, but remember, maybe I will not like it.
Please, remember the name and lore of the videogame, all the Void are Dangerous.
(I think out of Bubble all systems are Anarchy... without law...)

Yeah? Cheaters like to cheat, and griefers like to grief other players, too. Should we just let cheaters and griefers play the game their own way because it's the nice thing to do?

There's a reason we have rules, and why Fdev is continually having to go around playing whack-a-mole with exploits. It's not "fine" to just leave things alone all the time.
 
**WARNING**

Choosing to self destruct will flag your insurer that you chose to destroy your ship.

Your Self Destruct Penalty Points will increase by 1.
Your new total will be 2 points.

Your Insurer will fine you 2x your next re-buy costs (at least a minimum of 1 million credits)

Points can be removed at a cost of 10 million per-point, once per calendar month.

Are you SURE you wish to do this?

There must be 50 ways to kill your spaceship. Ok, maybe that's an exaggeration, but so is Paul Simon's song. He only mentions 5 brief outlines of ways to leave your lover, though only 3 of them could be considered ways, despite his claim of50 ways. Hitting the self destruct is the least creative and most clear cut of all of them. I'm no songwriter but here are a few of the ways...

You just have a big crash, Ash
incite the police, Reese
you just double park, Mark
cook in the heat , Pete
cut off the air, Clare
run out of gas, Yaz
let them attack, Jack
 
Screw that (for Palin and Colonia), but I'm all for permanent ship loss, and have insurance just give you some money (like actual insurance instead of magically restoring your ship) so you have to go through buying and equipping it again. I don't know how modded modules would work but that's probably another example of how engineers arcaded-ed up the game.
 
Screw that (for Palin and Colonia), but I'm all for permanent ship loss, and have insurance just give you some money (like actual insurance instead of magically restoring your ship) so you have to go through buying and equipping it again. I don't know how modded modules would work but that's probably another example of how engineers arcaded-ed up the game.

The thing is anyone using that mechanism will switch to a Sidewinder anyway if they have the chance. I've only used it twice in game, the first was before you could reboot modules, during combat something vital got destroyed so I had no other option. The second was after reaching Colonia in something not ideal. I couldn't face the return journey, so I bought a Sidewinder to get back to the bubble the quickest possible way ;). It was expensive transferring my other ship back to the bubble but entirely worth it.
 
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