The starter topic has generated a very interesting week for us in the office. We’ve been going round and round, chewing stuff over and checking out all the angles. Here are the conclusions I have drawn, both about the topic and the process.
The Process
Narrower topics
This is a tricky one, since some areas of design are necessarily very inter-related, but in hindsight, the death topic (especially as a starter) was probably a little too broad. Hopefully our second topic covering hyperspace is a little more self-contained – this is definitely what we will aim for in the future.
Focus on game rules over context
Although I’m a firm believer that context and rules are both important, in hindsight I should have tried to guide the discussion more towards rules, as this information is more useful to me. That is not to say that context is unwanted, but probably a little too much time went into discussing it relative to mechanics.
More presence and guidance
Hopefully this is already starting to be addressed with the arrival of Mike Evans in the DDF, but it’s probably common sense to state that the more we developers can communicate in the forum, the better it will be for everyone involved. I’m not claiming this will ever be perfect coverage, but with two of us available it should at least be an improvement.
More discussion about the differences between DDF and PBF
I think my timing was pretty poor on our announcement for polls and thread sharing, even if I don’t see a major issue with what we are actually proposing. With that in mind, I’m probably going to start a new thread here in the DDF in the near future to discuss with you guys and gals what the best way forward would be.
Onwards
With that all stated, and after a lot of discussion in the office, we have come up with the following update to handling death in the game. I’d like you to take a moment and give it a read through.
In this particular instance, in the end I decided that there was not a clear enough set of useful options to poll on. This is mostly my fault – mostly for the reasons stated above – but there appears to me to be a fairly significant and relatively clear split between what I like to call hardcore and casual players (I’m not implying any derisory context with these titles, so neither should you).
I got the impression (especially from a fair few of the replies) that the initial proposal wasn’t a million light years away from what the casual players are looking for, but by definition it didn’t have the weight of consequences that the hardcore players might be looking for.
Whilst we could favour one group over the other, it occurs to me that perhaps there is room for everyone to play (after all, this is one of the keystones of the Elite series) so what we have come up with is an attempt to cast a wide net over the topic and hopefully cater to a broad range of players.
And by using a death switch option, then perhaps there really is no reason for players to avoid dabbling in hardcore game play.
One final point before the rules and this is quite important: as a design team we’re pretty happy with this set of mechanics at the moment. There is a long internal road before we could sign this off, but we think we have a start. If you can see major flaws in the mechanical rules, please fire away, but I’d like to avoid this devolving into another huge debate, so please don’t post otherwise, unless you absolutely detest some or all of the decisions (or want to publicly support them).
Updated proposal
When you start a new game, you are given the choice between two separate modes:
Casual and
Hardcore.
Let’s look at
Casual first. It’s similar to the initial proposal:
- As you leave a docking port the game records the state of your ship
- Should your ship be destroyed, you restart the game at the docking port where the ship state was last recorded
- You are given a replacement ship and equipment identical to the last ship record
- All cargo and consumables spent since the last ship record are lost
- Some or all of these may still be present where your ship was destroyed
- Some active missions may be failed – based on specific mission criteria
- Escape pods may not be fitted
- Casual characters are automatically part of the “casual players” group as well as any other groups (such as “all players”, “Friends”, etc.)
- A character may not be present in both the “Casual players” and “Hardcore Players” group at the same time
- A Casual character cannot change to the “Hardcore Players” group
Hardcore has some significant differences:
- All starter ships are equipped with an escape pod for free
- When your ship is terminally damaged there is a short time (around 5-10 seconds, maybe more) when you able still able to activate the escape pod (even though the ship is technically dead)
- Escape pods use the following rules:
- They cannot be attacked, damaged or scooped
- They are disposable – once used, another must be purchased
- They allow a one shot hyperspace jump to one of a limited number of destinations based on the current location and the location of the last ship record
- After using an escape pod, you receive a replacement ship with identical equipment to the last ship record
- All cargo and consumables spent since the last ship record is lost
- Some or all of these may still be present where your ship was destroyed
- If your ship is destroyed and no escape pod is fitted (or the you decide not to activate the escape pod) then where the ship was destroyed determines the result:
- Some areas are designated as protected
- You restart at the nearest docking port that sells ships after a short, enforced delay
- You are given cash equivalent to the value of the ship and equipment
- Your ship, equipment and cargo is lost
- The contextualisation for this is that your RemLock activates and you are rescued
- Some areas are designated as unprotected
- You have the choice of starting a new hardcore character, or reviving the current character as a casual character, retaining cash, ship and equipment from the last ship record
- Hardcore characters are automatically part of the “hardcore players” group as well as any other groups (such as “all players”, “Friends”, etc.)
- A character may not be present in both the “Casual players” and “Hardcore players” group at the same time
- A Hardcore character can change to the “Casual Players” group (and thereon in follow that group’s death rules), but this process cannot be reversed
Common Rules:
- When your ship destruction is detected as a criminal act, the perpetrator is suffers temporary forced inclusion into the “All players” group
- Game time elapsed is used as opposed to real-time
- You can flag friends to be immune from this rule
- Cargo ejected as a result of criminal attack is flagged as stolen
- If you can reach the cargo you may collect it without penalty
- You may flag friends who are then also allowed to collect it without penalty
- If your ship was destroyed by authorities or their sub-contractors any bounty and criminal record you have is reduced
Disconnects
- When the game cannot communicate with your client the following action is preferred (notwithstanding technical limitations)
- Your ship carries on at the last known trajectory
- If under attack the ship attempts minimal evasive movement
- Any turret weapon systems will continue to attack enemies using basic AI
- There is no obvious feedback to other players that connection has been lost
- After a delay (around 30 seconds) of contiguous connection loss your ship, if still alive is removed from the game (with some form of contextual escape jump effect)