Forums » Suggestions
Replace Home Station System with Escape Pods
In my opinion, the current home station system isn't exactly the best. It has the potential to warp you halfway across the universe for no explained reason at all, and can cause quite a bit of frustration for more scatterbrained players such as myself, like this one time I died during a Deneb skirmish only to discover I forgot to set home there and found myself in Odia.
Anyway, my suggestion: If you die, instead of warping to a predetermined home station, you'll simply just end up at the nearest station you have good enough standing with to dock at. Or, if you wish, you can select specific stations or specific factions from a "preferential" sort of list that will take priority if your selections are available.
This could be explained as a jump-drive equipped escape pod that triggers when your ship's armor reaches X percentage of integrity, and then triggers a selfdestruct in the ship once you've reached safety.
Anyway, my suggestion: If you die, instead of warping to a predetermined home station, you'll simply just end up at the nearest station you have good enough standing with to dock at. Or, if you wish, you can select specific stations or specific factions from a "preferential" sort of list that will take priority if your selections are available.
This could be explained as a jump-drive equipped escape pod that triggers when your ship's armor reaches X percentage of integrity, and then triggers a selfdestruct in the ship once you've reached safety.
+1, but only if you're able to decide what type of station you're allowed to dock at, and what corporation.
Like if you're fighting in Sedina and enjoy fighting with the Corvus Vulture, having to fly from L2 or K13 to D14 would be annoying.
Like if you're fighting in Sedina and enjoy fighting with the Corvus Vulture, having to fly from L2 or K13 to D14 would be annoying.
And kill the longest living exploit? Nay I say.
-1
Besides, the next objection will be think of the poor newbies who get killed and then station camped because they can't get out of the system! Poor poor newbies. It makes me want to cry sometimes.
-1
Besides, the next objection will be think of the poor newbies who get killed and then station camped because they can't get out of the system! Poor poor newbies. It makes me want to cry sometimes.
+1.
Newbies can always log off or seek aid on chat, if they're logical enough to do one or the other before rage quitting. I was station camped when I was a newb, and I dealt with it... think of it as initiation; need a thick skin to fly with this crowd. :p
Newbies can always log off or seek aid on chat, if they're logical enough to do one or the other before rage quitting. I was station camped when I was a newb, and I dealt with it... think of it as initiation; need a thick skin to fly with this crowd. :p
Currently, an Itani can home in Jallik, buy a Valk, and then fly off to Sedina or wherever. If they die, they respawn back in Jallik where they can buy a new ship and make the trip back.
If the OP were implemented, they'd respawn in Sedina and have to travel all the way back to Jallik to get a new Valk, and then all the way back to Sedina to continue fighting.
It would make stockpiling ships locally twice as important, and twice as tedious to accomplish.
It would similarly impact situations where you need to make large numbers of a one-way cargo haul (e.g. moving commodities from nation space out to the conq stations).
Now I'm sure some people would consider that a great thing, but I dislike tedium.
-1
If the OP were implemented, they'd respawn in Sedina and have to travel all the way back to Jallik to get a new Valk, and then all the way back to Sedina to continue fighting.
It would make stockpiling ships locally twice as important, and twice as tedious to accomplish.
It would similarly impact situations where you need to make large numbers of a one-way cargo haul (e.g. moving commodities from nation space out to the conq stations).
Now I'm sure some people would consider that a great thing, but I dislike tedium.
-1
-1 unless a way to move ships comes along with it.
or maybe as an option? Eject instead of explode?
or maybe as an option? Eject instead of explode?
you can dream
It would make stockpiling ships locally twice as important, and twice as tedious to accomplish.
This is an entirely separate issue. Simply because players are currently exploiting the flawed homing system we have to reduce the tedium of stockpiling ships does not mean that the homing system shouldn't be fixed. I suggest creating a separate thread addressing stockpiling ships. Same goes for one-way hauling, and the issue (that you presented) of hauling being too tedious.
This is an entirely separate issue. Simply because players are currently exploiting the flawed homing system we have to reduce the tedium of stockpiling ships does not mean that the homing system shouldn't be fixed. I suggest creating a separate thread addressing stockpiling ships. Same goes for one-way hauling, and the issue (that you presented) of hauling being too tedious.
Except it's not a separate issue. These two go hand-in-hand very closely.
It's not a separate issue at all, there's nothing flawed about the way the homing system works at the moment. All references for realism are thrown out the door when you talk about re-spawning so it's just a matter of looking at the rule and asking whether or not it creates interesting gameplay. Making local system your home is completely annoying in so many ways.
In most cases of group combat, it is frustrating that you can kill a player even twice over and they still come back and you havent left a sector yet. I would even go so far as to suggest players' home stations should be moved at least 1 system away from where they die just to stop the absurdity of being able to kill someone 3 times in a round of combat.
The current system is fine though it should only be adapted and reviewed when new gameplay comes out.
In most cases of group combat, it is frustrating that you can kill a player even twice over and they still come back and you havent left a sector yet. I would even go so far as to suggest players' home stations should be moved at least 1 system away from where they die just to stop the absurdity of being able to kill someone 3 times in a round of combat.
The current system is fine though it should only be adapted and reviewed when new gameplay comes out.
Yeah, that's another good point. Say I'm pirating in Pelatus and somebody passes through with a cargo ship. Maybe they're homed in Verasi or maybe they're homed in Bractus. I kill them, and they have to travel for a bit to get back, which gives me time to grab a moth and move their loot. If they automatically respawn locally, that becomes more difficult.
Before anybody plays the whiny pirates card, I will point out that this works both ways. Generally when I'm pirating in north-east Greyspace, I am not homed locally. That means that if the trader or his friends kill me, they'll have plenty of time to bug out before I can return. Indeed, unless I know they had particularly good loot, I probably won't even try. I'll write them off and look for new prey.
And I don't think that enforcing distant respawns is a good solution either, because that would disrupt the ability to have fun fast paced fights. Basically, my issue with the OP is that it results in a fixed situation - everybody always respawns locally unless standings dictate otherwise. I'm also against solutions where everybody always respawns non-locally. The current home system allows variation - some of the people I kill will be locally homed, and some will not.
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There is another issue that this suggestion brings up as well. Consider the current scenario of a hostile invading UIT space from Latos. Currently, I have to jump through the wormhole to Azek and evade the Azek-side turrets long enough to jump out to a local station and update my home. If I die before I manage that, I'm back in Latos.
If the OP were implemented, all I would have to do is get through the wormhole. If the turrets killed me instantly, that would be OK, because I'd respawn in one of the local Azek stations.
Before anybody plays the whiny pirates card, I will point out that this works both ways. Generally when I'm pirating in north-east Greyspace, I am not homed locally. That means that if the trader or his friends kill me, they'll have plenty of time to bug out before I can return. Indeed, unless I know they had particularly good loot, I probably won't even try. I'll write them off and look for new prey.
And I don't think that enforcing distant respawns is a good solution either, because that would disrupt the ability to have fun fast paced fights. Basically, my issue with the OP is that it results in a fixed situation - everybody always respawns locally unless standings dictate otherwise. I'm also against solutions where everybody always respawns non-locally. The current home system allows variation - some of the people I kill will be locally homed, and some will not.
---
There is another issue that this suggestion brings up as well. Consider the current scenario of a hostile invading UIT space from Latos. Currently, I have to jump through the wormhole to Azek and evade the Azek-side turrets long enough to jump out to a local station and update my home. If I die before I manage that, I'm back in Latos.
If the OP were implemented, all I would have to do is get through the wormhole. If the turrets killed me instantly, that would be OK, because I'd respawn in one of the local Azek stations.
-1
Instead, replace magic respawn with proposed CLONES sytem.
I'd live to see respawning integrated into VO universe and backstory, instead of "let's pretend that no one respawns", but this escape pod implementation sucks!
Instead, replace magic respawn with proposed CLONES sytem.
I'd live to see respawning integrated into VO universe and backstory, instead of "let's pretend that no one respawns", but this escape pod implementation sucks!
What about allowing a player to select either a local respawn or a home based spawn as an option?
You really are the worst Alloh, suggesting an idea that's been rejected more than the one you're linking from.