The new location respawn mechanic - Should it instead give a choice?

I think the new way is better. The computer tells you "eject! eject!" when you get destroyed. Presumably you did, and the local authorities fished you out of space and brought you back to the nearest station.

The idea that you'd respawn at the last place you docked has never really made sense to me, other than in the sense that that's what most video games do.

I'm sort of curious how the new way would apply to really remote locations. For instance, if you flew just over halfway to Colonia, and then died, do you respawn at Colonia, 10K light years away?

If they do it right, the game will calculate the literal closest starport or base to where you died.

Might be worth testing in the Beta just to see how it handles it.

If you read what was said, and we assume to take it literally, you only spawn at the nearest port in the system you are destroyed in. If there is no port in that system, then you spawn at the last port you docked at.

You're both assuming this change will always spawn you at the nearest port across systems. It doesn't say that in the post quoted:

  • Ships that are destroyed unrelated to crime will respawn at the nearest and safest Starport in the system if possible, reverting to the last port docked if not.
 
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So technically, if I wanted to fly to Colonia, I could fly 2/3 of the way and explode... And bam. Instant transfer!
Unless there's another station nearby. Lol

Personally, I like the new respawn mechanic idea.
I'm all for consequences on death, but sometimes it's just a pain in the backside with situations like if you're traveling to Maia, from the opposite side of the bubble, and get PvPed to death when docking. So you have to make the trip again.

It actually takes away some of the power of the murderhobos, so +1. Lol

Not to mention the murderhobos ended up in a detention center for their crimes.

Yay for ruining murderhobos lives!
 
logically from a purely "if this game was real" point of view, it should always have been the closest...... and if that meant our ship could not be docked at the closest they we should have had a loaner sidewinder to then fly to our ship (complete with a rental fee)
(reason being we are floating in space, it makes sense that we get rescued and taken to the closest port possible..........

An alternative would be an RNG (because ED does not have enough RNG :D ) system, the narration being the ship which picked us up, drop us off where ever they next dock. with a %age chance of being dropped off which gets smaller the further from the scene of the accident as possible (so there may be a 0.0001 % chance of waking up in colonia after blowing up in Sol :D )

Beggars cant be choosers springs to mind!... if i have a car crash i do not get to choose what hospital the ambulance takes me to.

That said i have, ever since launch, loathed the current death mechanic , along with the boatload of exploits which came with it.

it was far more believable in the previous 3 games having an escape pod..... another of the sacrifices made in the pursuit of MP MMO imo.

<wakes up> Where am I?

Well... it's like this...


I actually really like that idea :D
 
OK... I can see some of the issues it's trying to address with a couple of folks comments.

Just concerned a death can now result in you spawning somewhere annoying - Guess people giving feedback on this will dictate how significant that concern is :)

Happy to park the suggestion :)

Have to chuckle a bit at your complaint death is an annoying hassle.
 
I assumed it addressed the fact that you can die 65,000 LY from the nearest station.

Which brings up the question:

If you die at Beagle Point, where do you respawn? Colonia, some asteroid base in the middle of nowhere, or at the last system you docked?

Yeh, I had the same thought...

Have to chuckle a bit at your complaint death is an annoying hassle.

You know what I mean :p - I think we'll find some folks frustrated at where they end up after their rebuy. Be interesting to see what live scenarios dish up.
 
Well it seems that this only works when in a system with a station. So if you are halfway to beagle point and die, you will end up in the last station you parked at, which I suppose closes the loop whole of flying half way to colonia and commiting suicide and ending up in colonia. Or something like that (I know that there are now landable outposts on planets between the bubble and colonia).
 
Well it seems that this only works when in a system with a station. So if you are halfway to beagle point and die, you will end up in the last station you parked at, which I suppose closes the loop whole of flying half way to colonia and commiting suicide and ending up in colonia. Or something like that (I know that there are now landable outposts on planets between the bubble and colonia).

yeah, this does seem like a reasonable compromise...... it offers some "logic" for the verisimilitude crowd and at the same time stops opening 1 fast travel exploit, right after closing the existing suicidewinder exploit.
 
Well it seems that this only works when in a system with a station. So if you are halfway to beagle point and die, you will end up in the last station you parked at, which I suppose closes the loop whole of flying half way to colonia and commiting suicide and ending up in colonia. Or something like that (I know that there are now landable outposts on planets between the bubble and colonia).

I've like said this twice already in this thread. *bangs head on wall*

;)
 
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