Seems that cloning is the gameplay mechanic that will come our way:
Yeah I have a recollection that the weapon racks in ships would be able to recharge Energy weapons while they were stored... but then that may have been community theory-crafting...?On recharging energy weapons.. very recently it was mentioned that the suits power supply may be able to recharge personal energy weapons. In the dim past the ability to do so in your ship was also put forth as a possibility. This makes sense to me, and also kinda fits within Lore and existing loadouts. I.E pirates preferring energy weapons, even companies like Kastak building 'for the people'.
As to the actual topic.. there is a gap in the explanation about dieing here and waking up there. EvE Online had a fantastic system, although it can't apply here because no FTL comms to handle the transfer of consciousness. It fell down with EvE regarding wormholes too, but I can't recall anyone fussing about it. EvE originally had some pretty severe costs for dieing, especially if your clone was not up to the correct grade for your skill points. Loss of ship and uninsurable fittings, loss of points, loss of implants, expensive clones.
That system was dumbed down when it was realized a large number of players simply would not use their high level characters in combat and alt accounts had become the way for PvP.
My opinion? I don't actually care how CIG decides it, as long as there is a cost to generate that much-needed tension in the game. I'm not signed on here to play cheaper-by-the-dozen-arena-shooters-in-space.
It's really not far off of the original "Death of a Spaceman" concept, in which perma-death was a thing, albeit in it would take you a while to get there. You'd die, wake up in with more cybernetics, etc, over and over until your body finally couldn't handle it, and you'd permanently die. You're assets etc would then pass on to a new character that you'd create, and you'd start all over. I like the idea. It'll keep people from being overly stupid. Add an element of realism that I think is freaking cool.This is one of those ideas that sound as good idea on paper, but can seriously backfire if they don't think of all possible way it can go wrong.
Sure hope this is not one more of those ideas they implement AKA "Hover mode" that might sound good as idea but is one hell of bad idea to put in practice..
If it turn out to be a bad idea to implement once in practice it is another waste of development time and one big screwup.
For a game mechanic that have a huge potential of turning a majority of player base to lose interest and faith against the project.
Even if I known about the "death of spaceman" from when I started to back the project, I never was a real fan of the idea but could go along with it.
I heard their explanation about it before several times but not this in depth and at first their explanation sound some what logic it have a huge potential to backfire.
Or will it be what we hope a well working idea that put a hole new twist on character use in a game, again something never been tried before in this extent.
My only concern is more how will this idea effect the continuation of the development in the long run.
If it goes sideways cause it does have a huge potential to do that, just like "Hover mode" did..
Of cause I hope it turn out to be one hell of a cool new game mechanic that can spur game play ideas not just in SC but in future games to..
But I guess we'll have to wait and see.. SOON™
CHEERS!
Yeah they kept true to the original idea so far which I think is great, for once they stick to the gun... I just hope the gun don't miss fire or have a barrel backfire blowout. ha haIt's really not far off of the original "Death of a Spaceman" concept, in which perma-death was a thing, albeit in it would take you a while to get there. You'd die, wake up in with more cybernetics, etc, over and over until your body finally couldn't handle it, and you'd permanently die. You're assets etc would then pass on to a new character that you'd create, and you'd start all over. I like the idea. It'll keep people from being overly stupid. Add an element of realism that I think is freaking cool.
Aren't we basically all clones of Glorious Leader Montoya?We could all be TEST-tube babies...
Well said!My opinion? I don't actually care how CIG decides it, as long as there is a cost to generate that much-needed tension in the game. I'm not signed on here to play cheaper-by-the-dozen-arena-shooters-in-space.
Exactly!I heard their explanation about it before several times but not this in depth and at first their explanation sound some what logic it have a huge potential to backfire.
Or will it be what we hope a well working idea that put a hole new twist on character use in a game, again something never been tried before in this extent.
My only concern is more how will this idea effect the continuation of the development in the long run.
If it goes sideways cause it does have a huge potential to do that, just like "Hover mode" did..
Keep that thought.Yeah they kept true to the original idea so far which I think is great, for once they stick to the gun... I just hope the gun don't miss fire or have a barrel backfire blowout. ha ha
Assuming he's sober. We had beers with him when the circus came to Australia a few years back...he drank enough to kill an elephant, yet was still standing. CRoberts was giving the spiel at the tavern near the Exhibition centre, Sandi...was being Sandi and Erin was "smashing the piss" like there was no tomorrow. He had a few before coming down to the bar...we kept feeding him beer so he'd leak something..SQ42 is will be very difficult......
Not any more!
I can just be CLONED and keep on playing.......... WHAT!
Is Erin Robert's actually happy with this idea?
I would like to hear his thoughts on a video.
Cronenberg Rick and Morty.The closer you look at their description of the idea, the less it makes sense... after 10 years of gameplay after full persistence, is EVERYONE gonna be messed up and deformed? lol
Totally agree with all you said ...Oh yeah, I forgot to mention.....
10's of millions (or even 100's of millions) of dead bodies and skeltons scattered around the 'Verse.
There goes the framerate.
If I give the UEE Hospital a copy of my DNA, then how exactly do you explain that it 'degrades' each time I am cloned?
NOBODY makes a copy of a copy of a copy....we always use the Original document when making copies.
Someone was in a hurry to get CR to approve this shit!
Pinball anyone?
Look closely at their faces......
The guy on the left (Richard Tyrer) is the only one happy with this idea. CR looks as angry as I am.........
Time for a new Core Gameplay Director?
Time for some ASS KICKING?
It is Chris & Erin Robert's reputation........I will wait.....but not too much longer.
Mmm Chris Roberts NEVER told about cloning limited to twice in Death of a Spaceman. And he never told about a punishing experience with death mechanics, he wanted to avoid that actually, but also wanted to add a sense of risk. I use the word cloning here because it is the new terminology from the video, you can replace by respawn if you prefer. Anyway, this video is EXACTLY what was presented to us in Death if a Spaceman, nothing really new here apart from some explanation and more details on the mechanics itself.Well said!
I am okay with this as 'game play' AS LONG AS we can not Clone more than twice.... Beyond that, it is no longer Death of a Spaceman.....it becomes Death of Star Citizen.
I have warned people that we are moving more and more towards becoming EVE 2.0...
"When you venture out into space proper, you do put your character at risk, but it will be a long term one, not an immediate one.
I see each character you play having the ability to “die” multiple times before the character is finally put to rest. Think of this like “lives” in an old school arcade game. Science in the future is far more advanced than today. Medicine has the ability to bring people back from what would be considered dead in today’s world.
If you lose a dogfight and your ship is going to blow, you have a few seconds to eject. If you manage to eject safely and someone doesn’t blast your ejected avatar, you won’t have even used a “life”. You’ll end back up at the last planet you docked on, with a new ship courtesy of SystemWide Insurance. You’ll have lost your cargo and any upgrades (unless you managed to insure those and you were destroyed in a system with a risk level at or below your insurance rating)
If you don’t manage to eject in time, or someone blasts your ejected character (which carries a harsh penalty if you do this in “civilized” space), your badly charred and almost dead avatar is recovered and you wake up in a med bay.
This is also true if you are killed in a boarding action and your teammates can’t or don’t recover you. If this happens it is assumed that your dead body was evacuated into space and then recovered.
Every “death” creates wear and tear on your body. Depending on where you were hit and how you died, your character may require a new body part, which can either be cybernetic or organic. Eventually after too many deaths, your character’s body will just give out, and instead of waking up in a med bay, you’ll be attending the funeral of your fallen character from the eyes of the beneficiary you specified when originally creating your character. If your old character has done something noteworthy (akin to an in-game achievement), his headstone might read “Here lies Chris, discover of the Orion 2 jump point, slayer of the Dread Pirate Roberts, and a Citizen of the First Order.”
There will also be opportunities to regain some lives or do a reset. Some of this could be through in-game missions or it could just involve paying a lot of money to a specialist on a remote med planet that is doing stem cell research."
Because of how Star Citizen works, the death of your character is not as catastrophic as it would be in a traditional RPG. If you want to think about it in terms of RPG conventions, the character that you are leveling up and customizing is really your spaceship. Your avatar is really just a visual representation of your in-game character, and because Star Citizen is skill based, the loss of your character is more a cosmetic and textural outcome, especially as almost all of the assets you’ve worked hard to accumulate pass on to the beneficiary that you specified when creating your original character.