Other > Suggestions
Death... and consequences of it.
kraskish:
--- Quote from: Parowooz on August 24, 2010, 11:47:11 pm ---Why death penalty when I can login onto one of my 12 alts?
Bombers: already have couple of alts.
TC combat: alting is essential because using the same char to go back to combat instead of just picking another prepared alt would take too much time
And so on, and so on.
First reduce reasons to have alts. Death penalty is another reason for more alts and there already is a punishment for dying. You get bursted by random bluesuit in NCR and you respawn in Klamath.
--- End quote ---
Haha. You have 12 alts? thats neat, youll wait 11x10minutes to relog if everyone dies and after youll have to make this 10 minute penalty, good for you bro
I support of this idea only if its possible! What would happen if someone just restarted the client? If that person would still be in the penalty area unless that char makes some good thing for that its ok
Glave:
--- Quote from: skejwen on August 24, 2010, 11:13:56 pm ---On postapocaliptic setting probably most important element that create whole atmosphere is continuous struggle for survival in hostile environment, no matter of its cost. Unfortunately 2238 misses this aspect and death instead is serving as tool to solve many character related problems (even for for fast travelling around worldmap). This is completely wrong approach towards this problem and it should be deeply rethought.
First thing that came to my mind is about cvets idea of chopping trees for Hubologists to replicate on TLA. So it can be shortened to "work for respawn" and its elegant way to make death unpleasant experience.
So here are listed my thoughts about it:
a) it would be needed to remove random location respawn in favour to respawn at closest one
b) reworking respawn maps so should replicate atmosphere close to one of the nearest city
c) maps should not have any exit grid, but instead it should include some annoying task that need to be performed in order to leave it, also player should get some small reward for completing it (and it should take approximately time needed to relogin on another character).
So the final question is - what do you think about this idea?
--- End quote ---
Fails miserably. It's not the respawns that need to be reworked, it's the cooldowns and lack of time consumption by doing simple tasks, fe. crafting a combat armor should take 10 minutes after clicking the FIX button, not to even mention time that should be spent on digging materials, smelting it(kind of unrelated, but gives a good example).
There's absolutely no pleasure in repeating annoying tasks, but there should certainly be more time spent required in order to leave the respawn place. Let's say, you spawn with both legs crippled and a cooldown on doctor skill. Then, an NPC will patch you up after a certain duration, which will decrease as you spend time on character and increase with each death subsequent to the, let's say second in one real life day.
There could be a number of ways that could reset the timer and perhaps THOSE should be the annoying tasks you mentioned, but they should obviously be optional. Forcing players do to annoying and repetetive things makes the game plain boring.
kraskish:
I like the idea of chopping wood, it could be gathering junk, flint, HQ mats or 10 primitive tools etc. this needs to be a chore not a time to wait up. I agree with Skejwen on that
HertogJan:
There are advantages and disadvantages related to random respawn.
Nevertheless it makes more sense to respawn close to where you died (or does that Modoc farmer really travels to the Boneyard regularly?).
I don't like the idea of tasks to leave the respawn area.
It's not uncommon to get into an encounter close to the respawn area (NCR NE respawn, Boneyard respawn) and be killed by raiders or other thugs.
So you can do all that stuff again to leave the respawn area once again hoping you won't get a bad encounter this time around.
JustGreat:
It would be nice if there was a back story to it, for example: you are near death and then found by a band of slaver and imprisoned in a slave camp (maps were already made of slave camps). Then they make you work hard labor (mining, chopping wood, gathering) equivalent of 10 minutes real time and before you leave you are compensated say 100 caps (even prisoners get paid working in prisons).
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