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Author Topic: Handling Death...  (Read 5488 times)

Offline Blackfire

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Handling Death...
« on: 13 August 2008 08:55 AM »

  In the presentation on this past sunday a question was asked by the crowd regarding character death in the game, Jack Emmert answered that he did'nt know, but it was being debated, so lets get some ideas on how this might be handled based on what we know of the game.

   Many have suggested as with ships a number of ideas , from having your 1 hp ship bieng towed to dock to using an auto escape pod option and getting a new ship. However with the knowledge that you can customize the look of your ship, do we really want to end up having to recustomize the ships look and abilities over again?

  And what of avatar deaths? It seems to me rather straight forward that you would wake up in sickbay on your ship, mission failed. which brings up an interesting note. Just how many failures can or should be allowed to a player on a single mission before your given a different assignment, especially if the game is to be as vast as Mr. Emmert seems to be indicating?

Offline Malle

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Re: Handling Death...
« Reply #1 on: 13 August 2008 09:56 AM »
In SWG, there are customization kits for your landspeeders so you can recustomize them instantly.

I think one much more interesting point is the one about being stranded forever on a distant planet deep in enemy or unknown territory during a mission or just flying around. What about your team leaving you on a planet (okay, as you being the captain, that won't happen that much, but remember, the responsibility of the 1st officer onboard the ship is foremost his ship and his crew, not the captain's safety alone; I think that's why being a redshirt was excluded from gameplay by Cryptic). I mean there you definitely get into a situation where you just "want to die" cause nobody is helping you.

Death can also occur on ground missions btw.. I suggest a technology of "transporter storage" where you can leave your biometrical data in such a transporter for a given period of time (much like cloning in SWG) and be respawned when the subspace signal of your death coming from transmitters located all over your body measuring your life signs arrives.


Offline Niko

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Re: Handling Death...
« Reply #2 on: 13 August 2008 12:28 PM »
since they said you could decorate your interiors etc in the ship, the ship is more or less gona be your ingame "house" and if that blows up and you have to get a new one, well, what happends with all the stuff?

id rather have it beeing towed back to a station, aka first it's disabled, then it's "destroyed" and towed back to a station.
and since were gona be able to fit diffrent weapons on the ships the stuff you put on it like upgrades etc could be destroyed insted of the actuall ship.

Offline Malle

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Re: Handling Death...
« Reply #3 on: 13 August 2008 08:36 PM »
What are replicators good for?  :)

Just get all your interior stuff registered at a fed station or planetary base and get your ship interiors back with some sort of "re-customization kit".

Offline Blackfire

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Re: Handling Death...
« Reply #4 on: 14 August 2008 03:21 PM »
In SWG, there are customization kits for your landspeeders so you can recustomize them instantly.

I think one much more interesting point is the one about being stranded forever on a distant planet deep in enemy or unknown territory during a mission or just flying around. What about your team leaving you on a planet (okay, as you being the captain, that won't happen that much, but remember, the responsibility of the 1st officer onboard the ship is foremost his ship and his crew, not the captain's safety alone; I think that's why being a redshirt was excluded from gameplay by Cryptic). I mean there you definitely get into a situation where you just "want to die" cause nobody is helping you.

Death can also occur on ground missions btw.. I suggest a technology of "transporter storage" where you can leave your biometrical data in such a transporter for a given period of time (much like cloning in SWG) and be respawned when the subspace signal of your death coming from transmitters located all over your body measuring your life signs arrives.


  Interesting ideas there, personally I'm not too concerned with player death as how they plan on getting you out and back to safety when your ship blows up. While the transporter storage pattern is one way to handle that as well itis kind of a cheesy way out of it, but if that's what they go with ok.  Depending on what sort of circumstances are involved I dont nessesarily see starfleet or the klingons for that matter just simply handing over a ship that well may have taken a year or two to construct.  Any thoughts on this?

  The bieng morooned scenerio would be very interesting to play out actually, the circumstances may well mean your ship is unavailable to rescue you. I would love the chance to pit my characters survival skills to the test alone on a barren world.

Offline Malle

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Re: Handling Death...
« Reply #5 on: 14 August 2008 10:12 PM »
we are playing in the future right? Well then I think of large (and I mean large) replicator array that can replicate a whole ship, but at way more costs than building a standard one of the same class in a conventional shipyard. So you have to pay for it when loosing your ship. Loosing a ship shouldn't occur that often anyone since we trekkies all know that loosing the Enterprise only occurs in the movies and there's much fuzz about it when it happens just once... ;)

I'd like that maroon thing too, but I would rather have a "suicide button", just in case I never get away from that planet ever ;).


Offline Talak Rahl

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Re: Handling Death...
« Reply #6 on: 29 August 2008 02:25 AM »
I was actually discussing this with one of my fellow Lotus Fleet members lol. So what we came to the conclusion was that they had to use the Q continuum somehow, so Q would come and save your ship from destruction at the last minute and make you pay some absurd price to keep your ship and if you don't have the money or choose not to pay then you have to do some sort of ridiculous mission for Q. xD

Offline Hamilton

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Re: Handling Death...
« Reply #7 on: 29 August 2008 08:16 AM »
I say, go the innovative route and minimize the amount of death or chances of death.  When player characters (not NPC's or MOB's) are defeated, they are knocked out or incapacitated, not killed.  Yes there are Phases and Disruptors set to Kill or Disintegrate; but how often were the main characters (which are player characters) killed?  They somehow got through it, mostly with hits to the shoulders or having that doctor nearby or in time.  And if there was death, there was always a way to cheat it.

So a death of a player character could become a mini-game in which the player must figure out the way to cheat it.  Remember that episode of Piccard being killed and chatting with Q in the afterlife? 


As for ship battles...
Ships have many systems and do not have general hit or body points.  But no one knows how that will work...  Ships I would say are not the same as characters.  Ships can be destroyed and lost.  Thus players should be careful with their ships and retreat from battle if the odds are not good.  But what happens when the ship is lost?
The player character and some of the crew manage to get to the life-pods and get rescued or captured (another mini-game to try to escape) and once again avoid death.  When the character returns to duty, another ship is provided (we won't worry about the realism of captains who loose ships get a desk job), though more of the standard stock.

That's my take. 
Be different, be more like the shows and movies and make death of characters a rarity.  Why do computer games have to have so much death and senseless killings eh?  (Oh to make Ensign or to raise my Phaser skill I need to kill 100 wombats).
Sign off,
Hamilton

Offline Zach

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Re: Handling Death...
« Reply #8 on: 20 January 2009 11:49 AM »
Bumped

Offline CherryTerri

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Re: Handling Death...
« Reply #9 on: 16 February 2009 06:10 PM »
I am not good with certain things.

Ships - I'm a casual player, and the Gods help me if I loose my ship how long will it take to get another one?  (Maybe that is why Cryptic wants to do the "more than one ship in dock" thing for those who suck as ship combat like me)

Player - I see nothing wrong with being TPd back to sickbay if you are taken out on a planetary mission.  Who knows, technology could have advanced so far as to monitor biosigns, and at the first sign of distress beam your butt to safety.

Now in PvP, the rules might be different (but I do hate how some PvP tweaks will affect PvE)