Star Citizen, How I think CIG should do Death of a Spaceman

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Ray's Guide

Ray's Guide

Күн бұрын

The Ursa Rescue and the expansion of Respawning to all tiers of medbeds has opened up a lively discussion, and a lot of confusion, over how the game will in the future handle Medical and Death. I weigh in with my own, suitably unconventional, ideas.
0:00 Introduction
1:01 What's Important
1:22 What's Important to Squadron 42
1:43 What's Important to Arena Commander
2:04 What's Important to Star Citizen
2:46 What if it isn't important to you.
3:17 Apparent Inconsistency
3:35 They are both right
3:45 The point of DOAS
4:39 The Basics
4:53 Respawn Options
5:28 Rescue Availability
6:33 Call for a Rescue, Get Rescued
7:56 Exceptional Locations and Situations
8:18 Two Modes for Medbeds
9:02 Genetic Instability
10:02 Genetic Instability Recovery
10:29 Permanent Genetic Instability.
11:09 Is DOAS all that bad?
12:02 Give-Aways
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Пікірлер: 275
@seotenin
@seotenin 2 ай бұрын
I actually like your idea, DOAS with genetic instability makes sense
@sebc8938
@sebc8938 Ай бұрын
Letting player chose the way they want to play and having skills is always the good choice to have a varied yet interesting game.
@Leptospirosi
@Leptospirosi 2 ай бұрын
Having a sort of Trauma Team, like in CP 2077 is interesting: insurance will pay for the large part of the rescue and medical but not all. Nowadays, it would suffice to revive people with the injury level they had before dying, as you often backspace due to bugs and glitches. This would make charging head on meaningful, unless the medbed where you respawn has the ability to heal those wounds too. If you have T1 injuries you might need someone else to bring you back to a clinic as you are barely capable of moving.
@markcritic2409
@markcritic2409 2 ай бұрын
I could see higher-level characters VERY willing to pay for a medic if the respawn means the loss of 10HP or something like that - something the player's body will LOSE until they spend days grinding it back up again!
@mandark10110
@mandark10110 2 ай бұрын
The genetic instability on a timer after regen is a great idea...id also assume (because i listened to the end) that eventually your stamina, possibly skillset with weapons etc will be tied to the character, I wonder then if DOSM removes all your skilltree upgrades and resets you back at defaults?
@KindredBrujah
@KindredBrujah 2 ай бұрын
Trouble is, for the reasons Danny indicated at the beginning of the video, if the repercussions are too small then no-one will care and the system will be pointless.
@silus73
@silus73 2 ай бұрын
If you hijack a ship with a repawn med bed, we should be able to hack thebmed bed to wipe all current saved clones. At which point the clone would be sent to the last saved city or station. This gives the pirate a way to stop constantly killing the owner. Alongside your give us a choice to respawn elswhere, this would be fairly balanced.
@ikkeheltvanlig
@ikkeheltvanlig 2 ай бұрын
I like this thought. It also balances ship medbeds further.
@sebc8938
@sebc8938 Ай бұрын
As this would be done inside the UI of the medbed, it would be very easy to implement also. No mocap nor any 3D model to do.
@zeelastman
@zeelastman 2 ай бұрын
This game is always in a state of change and people need to tone down the drama. These are some good ideas for DOAS, you should make a post about it.
@sirbilliam9081
@sirbilliam9081 2 ай бұрын
I loved the way you described DOAS, it feels actually implementable that way with minimal overhauls and complications
@captain-hooked
@captain-hooked 2 ай бұрын
Great video - I like how you articulated the problem and I think the idea of GI has legs and may not be too far from what CIG are already planning (as far as we know). I think two things that could also help with DoaS are: - Med beds use consumables - for low-quality medbeds these consumables are very expensive - 50k aUEC for a respawn for instance. (perhaps in operated mode this would be cheaper). - A players corpse should be able to be regenerated on a medbed if it is carried there for basically no cost (and no GI cost). So players are incentivised to be recovered by a team mate or medic and carried back to a medical facility for recovery. Respawn is only used as an act of desperation with a high cost to use a local low-quality medbeds. Hospitals at your starting location should have minimal cost if any and minimal long-term consequences of using. Thats my thoughts anyway. I'm really keen to see how this system progresses.
@bpsyes404
@bpsyes404 Ай бұрын
I definitely think that well thought out videos like this help a ton to tone down the drama.
@robertmcmillen7436
@robertmcmillen7436 2 ай бұрын
Solid proposal. I hope the implement something similar.
@sebastienlabbe4647
@sebastienlabbe4647 2 ай бұрын
This is really well thought out! I really like your GI concept, it frustrates me that well thought out concepts like this don't seem to get much attention. I agree that the potential for permadeath is really important to the SC premise. It has a grounding effect in that players are likely to make decisions with self-preservation in mind, which gives decisions more weight and nuance than simply "what will get the job done as quickly and cheaply as possible."
@Storm-Cleaver
@Storm-Cleaver 2 ай бұрын
Considering the drama around Master Modes, and the Nursa commercial, and the T3 med bed changes, I have no doubt there'll be drama around DOASM too. But I'm fairly certain that, just like with MM, it'll blow over. How quickly or slowly depends on how T0 is implemented (if it isn't already) and how well CIG explains it.
@jessebrinson4582
@jessebrinson4582 2 ай бұрын
Awesome, well thought out video. A few thoughts of my own that I think build on your initial ideas: -Genetic Instability (GI) as you mentioned it doesn't have to be a half-life or have to hit a hard 100% in order for it to kick in. Make small incremental changes to GI as you said, but no half-life. Instead, 4% GI on death could mean a 4% chance of failure on regeneration. -This could nest really well with your idea of healing a higher-tier injury with an operator on a med bed: operators have some sort of mini-game to minimize GI during regen process. I'll try to come back and finish my thoughts later.
@RaysGuide
@RaysGuide Ай бұрын
I deliberately wouldn't want there to big of a luck element. I want the slowly increasing permanent GI to steer the players to smarter play
@SleeOnTech
@SleeOnTech 2 ай бұрын
Very well thought out.
@SendySenderson
@SendySenderson Ай бұрын
I dig the idea of two modes for med beds that offers a logical explanation for the performance spread across different tiers. No fuss, no drama.
@dennisgoedbloed1287
@dennisgoedbloed1287 2 ай бұрын
Didn’t know about the drama around DOAS. But I like your take on it!
@justinsandock
@justinsandock 2 ай бұрын
I really like this. Very drama free. Let's hope CIG takes your ideas to heart.
@pseudoconscious
@pseudoconscious 2 ай бұрын
Balanced and insightful as always! A welcome antidote to all the drama.
@Captain_Alkami
@Captain_Alkami 2 ай бұрын
Fantastic idea Ray!
@aschwally
@aschwally 2 ай бұрын
Well thought out, Ray! I really like this overall concept - real & effective detriments to respawning, while still making sense and keeping "what's really important" be "what's really important." GI is something that can be mitigated, and it's a player choice. And skilled players can even hold onto their characters and compensate for the symptoms, as GI builds up more and more. BUT WHAT STILL BOTHERS ME is how can a Tier 3 medbed, that can't even fix a serious injury, be expected to respawn an entire body? Unless...that Tier 3 medbed CAN fix a more serious injury, but at the expense of added GI....
@alexparris7769
@alexparris7769 2 ай бұрын
Personally i think a tier 3 should be able to region, but if you have a tier 1 injury that ended you, you come back with tier 1 and a timer to get to a tier 1 facility and if you fail to you begin to experience DOT effect to you GI. So say you revive and it knocks your GI down to 93%, you have a tier 1 injury with a 8minute countdown to get to a tier 1 facility. Say the tier 1 is a head wound, your character is delirious and stumbling around and thus not super well equipped to fly to the proper facility. Possible, but better if you have assistance (males room for dedicated medivac). Also allows for stabilization of patient should they stay in the medbed while the medic flies them to hospital. Say your countdown timer ends without having reached the facility, for each additional minute you spend heading there your GI ticks down 1%. Say it take 10 minutes total to get to hospital your character would experiencean additional 2% reduction to their GI so they would be down to 91%. Now factor in the patient stabilization via keeping the wounded in an operated medbed… that could extend the timer either by a percentage or even indefinitely if the medic is skilled enough.
@LetsPlayBojangles
@LetsPlayBojangles 2 ай бұрын
DOAS should carry the ability to recover from genetic damage but you need to go through extreme effort and expense to get it fixed similarly to cyber punk. Like a basic medbed can bring you back but basically with a pegleg limp until you can afford to buy a top tier prosthetic.
@stephenhodges9388
@stephenhodges9388 2 ай бұрын
You truly are the herald of the way things ought to be for DOAS
@markcritic2409
@markcritic2409 2 ай бұрын
I was accused of being a drama-llama when suggesting that T3 medbed spawning should have a "debuff" of some kind... like the blood drug level but something more like a hitpoint reduction, etc, and it slowly comes back over time (or a full clinic bed.) I like your idea even better... or BOTH! You have the *immediate* effect of lower HP, but the *long-term* effect of genetic instability, possibly resulting in some sort of permanent loss (possibly respawning with lower HP pool, stamina, etc.) Great work, Ray!
@abysswalker
@abysswalker 2 ай бұрын
That sounds like a well thought out alternative
@omnipresencetv8929
@omnipresencetv8929 2 ай бұрын
key points i'd make Medical gameplay = make it after the fact and NPC based. you harvest the deads Exp data and sell it back to the owners for profit they get their Exp lost back. if we make the key to respawns exp loss like darksouls it could be a fun system to tie a perk pool to bodies like lift more faster running aim assist, engineering buffs crafting buffs etc but it's tied to the body's perk system which you only get the body Tier the meical bed can print also printing should be the time gate. T3 beds might only be able to hold ONE clone print every 15 mins T2 might hasv 2 and T1 could be like 4x or be based on the ships own function. clone printers can be upgraded so can clone storage i think this could be power creep we need. respawning works if you tie a resorce system to it and make it so you have to prepair for it. i want medical gameplay to be more theatrical so having a simulation part to the game could be fun. why stop at medic and also do Vet tech with a modle change from rescue to agricultural The thing that needs to be of value is returning the body exp if you want a reason for medics to exist.
@zantrag
@zantrag 2 ай бұрын
Double space much?
@AAK625
@AAK625 2 ай бұрын
The most important thing mentioned in here is that AC and the PU are not the same thing. I have this sinking feeling CIG forgot that and are shaping the PU based on a generic deathmatch mode.
@Sky_ray
@Sky_ray 2 ай бұрын
Good idea there mate, hope CIG considers it. I do not know if they watch your videos, but I hope so!
@anthonyclare6750
@anthonyclare6750 2 ай бұрын
Reduction of Drama aside, that is a very well thought out system. It hits all the right design notes, and doesn't seem like punishment
@Adam-vo6yl
@Adam-vo6yl 2 ай бұрын
I could do without the drama, but I'm glad people care about this enough to melt it a point of discussion. I like your suggestion. Hopefully they listen
@madgiecool
@madgiecool 2 ай бұрын
Sometimes I think CIG likes the drama. it gives the community something to talk about (lol). You version of DOASM is excellent. I would 100% support this.
@yodamcyoda
@yodamcyoda 2 ай бұрын
I think you need escape pods to work too, ideally an escape pod would teleport you to the nearest space station with everyone and everything in the pod while also resetting your spawn point so that it is no longer on the ship you left.
@alexparris7769
@alexparris7769 2 ай бұрын
Minimizing the drama of DOASM whille functionally adding more room to flesh out the medic profession is spot on. My suggestion was always that ALL medbeds can rez, but a tier 3 bed might leave you with that tier 1 head injury that you were killed by. Leaving your character debuffed/delirious and thus less capable of getting themselves to the hospital before a timer counts down which would determine if they lose some genetic stability. This would encourage medivac crews and the additional ability to stabilize patients in an operated medbed could keep that risk of GI from getting too serious. Maybe even allow for a medical minigame that depending on the skill of the medic could reduce the GI hit completely. Providing a playable gameloop for medics as well as making DOASM a bit more manageable for the prepared or careful player while drastically hindering players that don’t put the effort in.
@TheJQuon
@TheJQuon 2 ай бұрын
I like your ideas Ray! Keep 'em coming. Don't sweat the DRAMA 😜
@MotherNature26
@MotherNature26 2 ай бұрын
I think CIG was just waiting for your idea. This sounds like a fairly reasonable system, complex enough, while providing gameplay choices.
@NuEM78
@NuEM78 2 ай бұрын
That is a well thought out system that I would like to see implemented in the game. Should also work well against the current drama. Nice video.
@peterleblanc661
@peterleblanc661 2 ай бұрын
I really like alot of these suggestions. That said drama factor will depend more on consequences of DOAS more than how it's implemented or number of spawns. Low end:Back to character screen to reload same appearance or make new and hopefully some score for accomplishments score of that character that can be chased for some sort of "high score" ranking. High end(and any of these options can be taken for something in between): Loss of money(some or all). Loss of reputation(some or all). Reset spawn to home location. Loss of any sort of RPG stats(some or all). Have to renew any extra ship insurances. Loss of any sort of exploration data. Loss of any race track record times or high scores on in game mini games. My feel would be low end plus: respawn at home and some small reputation and stat loss. Not too punishing but some consequence. That said I see lots of advantage to the very low and very high. It just encourages different play styles. So I'm pretty ok with it either way. I just really want that character high score in some form be it award metals for achievements, military rank, just a number, etc. Also some titles and achievements that could only be achieved within a single respawn and single life. Edit:Idea that is potentially really cool is if you could have some sort of picture or memorial of past spacemans that would have the high score or title or whatever that they achieved that you could put up in your hanger or hab.
@eric90000
@eric90000 2 ай бұрын
Really like your DOAS ideas, including the genetic instability. Death should definitely be more punishing, and medical beacons should be the obvious choice instead of back spacing.
@Legatus
@Legatus 2 ай бұрын
well thought out, I like this
@Mike5Brown
@Mike5Brown 2 ай бұрын
I'll admit I was one of the people that was cranking up some of the drama when they brought back T3 spawning but really my bigger problem ended up becoming the NUrsa video where the guy kept charging in like an idiot. I really do like your idea about genetic instability as a way to punish careless play.
@Uboo
@Uboo 2 ай бұрын
Thanks Ray, Death of a Spaceman is the only feature that scares me in Star Citizen.
@operator3rror836
@operator3rror836 2 ай бұрын
This is a good take on what DOAS could be and what I think it should be.
@ToitleInTime
@ToitleInTime 2 ай бұрын
Great vid my guy.. I’ve heard some CIG folks compare their ideas with the tension derived from the systems in Dark Souls, where you actually haven’t lost anything on death as long as you can recover. Is there any room in your system for a mechanic that actually reverses some of the temporary or permanent GI if you were to recover something like a sample from your own corpse? How about rare consumables that apply some temporary resistance to GI? You pretty much scooped my idea of supplementing medical rescue with NPC action that at least guarantees help will arrive in a reasonable amount of time.. good idea
@chrisalexander2478
@chrisalexander2478 2 ай бұрын
Well done Ray.
@morgandyoung
@morgandyoung 2 ай бұрын
As usual, a well thought out response rather than drama. GI is interesting, but I think recovering the actual body should play into it somehow. Nothing like the ol "corpse run" to generate some fun times. Maybe an escape pod/black box system that rewards getting that body or flight data (ie experience) back. Something that is of no use to the people killing you preferably. A bounty/legal system should tie into this carefully. Risk reward balance needs to be just right and a bad T0 could do irreparable harm.
@enigmus998
@enigmus998 2 ай бұрын
I think these are very good suggestions for DOAS. I definitely want death to matter but it also needs to not take forever either. I like your NPC medical services suggests as this provides a middle ground. The GI suggests are a good possible solution as well.
@Verinia
@Verinia 2 ай бұрын
There'd be no drama if I won that Zeus! Thanks for another great video. I think CIG has a plan, we just don't know what it is. And that's on CIG. They should be telling us more.
@brazos3737
@brazos3737 2 ай бұрын
Well done!
@jasonp.1195
@jasonp.1195 2 ай бұрын
Very impressed with this DOAS presentation. I could live with something like your proposed mechanic. My takeaway likes include: Strengthened Search and Rescue gameplay, meaningful medical gameplay with that surgeons' role, and a mechanic for tying long life of a character to how cautiously you play. Absolutely better proposal than anything I've heard from CIG or Chris Roberts in terms of making the Universe thrive with the DOAS system. That Genetic Instability countdown timer puts a lot of control back in the players hands. Also, being able to *rely* on the rescue beacon to actually deliver on rescue in a known timeframe would be great. Lots to like here. Curious at how players and CIG will react to Ray's proposal.
@Kurisu2019
@Kurisu2019 2 ай бұрын
If you are an explorer and in a new, undiscovered system and die, what to do? Another option to keep the DOAS concept active is to allow the player the option to determine when they die: At the end of that long (1 hour+ timer), your character has a good chance to recover 1% of health, but who would want to wait that long? Players who don't want a strike against their death counter. This would require heavy consideration on whether it is better to back space out, or wait the hour out. It would reduce the drama because the players now have a choice on what to do when their character is downed.
@bmt22033
@bmt22033 2 ай бұрын
I like your idea for DOAS. As someone who is most interested in playing a medic in the game, it's been my experience that about 50-75% of rescue beacons are, unfortunately, just an invitation to be killed my murder hobos. Presumably once player reputation is further along, that will generally curtail a lot of that behavior, though. It would also be nice if other players who you rescue can "rate" you as a medic and your rating would be visible to other players when you accept their rescue beacon.
@jaysonrees738
@jaysonrees738 2 ай бұрын
I definitely like the idea of having more durable characters that don't just bite it like real people do. Sure, we can go down just as easily, but actually being recoverable feels rare most of the time in the current state of things. Trying to play a medic has largely been sitting around and waiting for a rescue call, only to have it vanish in seconds after jumping that way.
@spcrowe
@spcrowe 2 ай бұрын
DOAS is a very interesting topic right now, watching closely to see how it develops, it may not be all bad. Hopefully they do listen to you a little. We love a good drama, toning it down is never on the table 😂
@erickruller4266
@erickruller4266 2 ай бұрын
I really like your thoughts on this. I would further tweak it slightly by saying after 4 minutes (or what ever testing shows to be the right amount of time) you fade to black and are rescued and that the mission could still be available to PCs for longer. This would leave the state (location, placement, hostiles, etc.) available for game play for some period of time, perhaps less than the full current "wait for rescue" time. I suppose there may be new drama created if the rescued PC goes back to the same location; but then I guess they're already prepared for the drama of risking 100% GI right off the bat. 🙂
@themanyouwanttobe
@themanyouwanttobe 2 ай бұрын
I really think ship medbeds should have a consumable resource. This would avoid using a single Nursa as an unlimited respawn with no other logistic considerations. Having a resource would add interesting choices to captains. You're running low on respawns in your Carrack. Do you turn back to a safe harbour to restock, do you try and trade with another ship, or do you forge ahead and risk respawning all the way back at your home city, completely removing you from the ship's crew. It also means a new resource to trade, steal, and even manufacture. It's something every player will need and continuously consume, so a perfect commodity for market ships like the BMM to carry.
@6spacin9
@6spacin9 2 ай бұрын
Love it. This is how I would hope it would work. Gives a penalty without it really being a ruin your game sort of situation. Now things just need to get stable enough that you don't run the risk of the stairs or elevator at the hospital putting you straight back in the med bed so we can have something like this.
@STAR_LAMBS
@STAR_LAMBS 2 ай бұрын
Strong arguments as usual. I think it has previously been suggested marginal performance enhancements derive from in-game practice; mooted that regeneration may prune or roll back such 'edges'.
@dandotvid
@dandotvid 2 ай бұрын
This is an idea I can get behind. It limits the impact of a griefer kill.
@dr.johnorr3341
@dr.johnorr3341 2 ай бұрын
I love the idea Ray! Thinking about DOAS, I can see where robotic augmentation could play a role in reducing GI. Given the tier of the bed, a person may elect to shorten GI by replacing parts with biomechanical alternatives. What do you think?
@RazSkull673
@RazSkull673 2 ай бұрын
If we want a serious MMO, to which Star Citizen has so many layers of difficulty and more difficulty incoming, I think perma death is extremely important. Imagine for a moment if you are dead and you respawn into a secondary family member or type of clone. In order to access your stuff quickly you must rescue your dead original body and take it to a medical facility. This gives you purpose for rescue. Once rescued your body goes into a regeneration faze and your family member or clone can go back into hibernation. Once your 2nd self hibernates you are back into your newly healed or rebuilt original self. I think this is another option. In this it is like you are in jail but only in your second body until you manage to salvage your main body. I think this would be a fun loop and would reduce the drama of death. I do like your idea but I think there is room for options.
@SolaAesir
@SolaAesir Ай бұрын
I like it. I think there needs to be a little more incentive to prefer an operator for the medbed (something akin to a full tier better results/speeds) but that's just some balance adjustments rather than something that needs drama. The one big thing I think DoaS requires though is stability. No more killer elevators, falling through planets, being ejected from your pilot's seat into your warp tube, etc. Kind of hard to recover a body in the center or Hurston, though maybe there are some crafty NPCs that could do it.
@TLKjoe
@TLKjoe 2 ай бұрын
I dig your ideas, and I'll add that retirement should be an option. Maybe retired characters become NPCs at your base? Maybe retired characters can only be played 20 hours a month and you can only have one or two at a time.
@1_Prime
@1_Prime 2 ай бұрын
I really like this suggestion. Well thought out, and balanced. *sigh... it will never work, because I doubt CIG wants something so robust.
@darkfae2002
@darkfae2002 2 ай бұрын
i like your DOAS ideas and the genetic instability and the half life. I was thinking adding a recovery time and the GI idea works for that. I also really like the idea that a medic means that you have less GI or maybe the GI half life is shorter making recovery quicker in addition to the possibility of healing higher wounds. I think actual death should be really hard, and wounds being more common.
@Thaddios
@Thaddios 2 ай бұрын
They did say you can spend a large ammount of uec to stave off death of a spaceman. Basically you can save your favorite character for a large chunk of your in-game fortune. It's a good money sink.
@raymondape
@raymondape 2 ай бұрын
I like your tboughts. Id like to see the following changes to medbeds.. all medbeds decrease 1 level of injury. So on the lowest level medbed.. if you have a tear 1, it heals to tear 2. If assisted by another player/npc.. 2 tears healed. Thats juat the very basic pitch.
@scribblescrabble3185
@scribblescrabble3185 Ай бұрын
I usually stay away from these types of videos to avoid the drama that comes with them. But I know how you handle things and it is done well again. There is hardly anything to add. I like the idea of there being a Trauma team for those that do not want to wait for a player medic. But a small addition for the very high-end death avoidance. Players could pay in advance to have a clone prepared, instead of a regen-device printing out a new body in minutes. Upside, low to negligible GI or instead maybe it even reverses a small amount of already permanently inflicted GI. Downsides, your regen destination for this type is fixed or far more expensive to move. It takes time to grow a body, maybe an actual month, though nothing prevents you from having more than one. It should be fucking expensive to grow a clone instead of printing a body (which is an upside since it is a money sink, which we desperatly need). And most importantly to me, CIG can move away from this Depac Chopra level of hand-waiving things away.
@Lord_Retrospect
@Lord_Retrospect 2 ай бұрын
DOAS us the main feature that attracted me to the project, we do need to tone done the drama ,I like everything about your proposal other than backspace to rescue rather than respawn, I wish for all rescue to need to be physicalized, 100% against any fade to black that doesn't imply death , I would just add that I really wish respawns were fueled by actual biomass so that the was a need to "recycle" corpses for feed stock for the med beds
@dotz5241
@dotz5241 2 ай бұрын
I'm mostly in favor of your ideas, but we could sprinkle in some spice with a number of things. I like the idea of being able to actively reduce permanent instability through say expensive treatments, or quests, or some such. The desperate rush to keep your character alive despite it all, frantically searching for cures, meticulously keeping frozen gene samples, just to lose it all in the end is always one heck of a ride. (rimworld flashbacks) Likewise the reverse is also valid, your reactor went critical scorching you with radiation, got caught in a pulsing star without adequate protection, your rescue cut those medical corners and you're paying for it, chemical leaks from unknown cargo, missed payments to the insurance company in charge for your genetic storage, etc. . . Sure we may need to tone down the drama on one end, but on the other turn that up to 11, I want those sweaty, edge of your seat stories my goodman! (But perhaps not always, hmmm. . . maybe be something that's more at stake if you're playing on the edge, like as a outlaw, or out of civilized space?)
@ryanjt84
@ryanjt84 2 ай бұрын
When you said the URSA Medivac commercial was representative of SC now, I couldn't agree more. The biggest issue with the implementation of DOaSM is server performance, bugs and backend stability. My choices I make in the 'Verse on a daily basis should affect my outcome, unfortunately, they sometimes do not. For example: I landed at a DC rather recklessly, dodging turret fire. I stormed the building guns blazing. I survived. Later on, while on a steady and careful 30m/s approach to a hangar wiith full power to shields my ship exploded. I can be as careful and deliberate as possible and still die to causes outside of any player's control. It's why I believe that reimplementing T3 bed regeneration now that 3.15 updates to medical gameplay have had a few patch cycles of proper testing was the correct move. I am curious about your "GI index". It this on top of requiring BiotiCorp Regeneration Serum and the 100% complete Imprint data?
@raathh
@raathh 2 ай бұрын
I like the way you explained your take on the "Death of a Spaceman" altough i think that what you suggested should be toned down a notch, I love hardcore options/mechanics but i don't think that's the same for the majority of players. My opinions is that it should stay on the line between, the thrill of an hardcore experience that also boost the medical gameplay, but not too much because then players won't take risks or might just rage quit the game after losing a lot of assets.
@KiyoshiKatu
@KiyoshiKatu 2 ай бұрын
Excellent video, and I completely agree with your suggestions. I feel that there has indeed been a ton of drama around medbeds recently, but realistically speaking, I think it's good. It has forced the discussion forward, and viable solutions must be devised to keep the systems in place and support many desired modes of gameplay. I especially like your perspective on medical rescue. Just the other day I was playing, I got killed in a bunker, and after careful consideration, I decided that the wait time for a possible rescue wasn't worth investing compared to just holding backspace. But that was largely due to the fact that I expected no rescue would come, and that I had very little consequence in the backspace method. Secretly, I had wished that both were not true, for the sake of the story.
@briandonovan2976
@briandonovan2976 2 ай бұрын
If they were to see this and follow this advice it would mitigate a bit from griefers as you could just hit to respawn instead of dying. Great advice
@reverendzombie72
@reverendzombie72 Ай бұрын
I've never been concerned about DOAS because like you said your heir get all your stuff. But I do LOVE your idea! I think it could be iterated on more and I think I would still add other factors and that will have knock on effects. I don't believe the time spent should require game actual time. I personally feel like if you're being taken out of the action and in a bed, getting healed up as best you can isn't really a big deal and logging out should be just fine. Other possible factors may be... The mobile med beds regardless of tier need green goo to fuel them. Or similar to your half-life idea and maybe incorporate your GI mechanic too but if you die again with in a short time you get more GI or penalty. My original idea was you can only spawn at a tier three bed once every 2hrs tier two once every 1hr and tier one as needed but it was a spit ball idea. I love formulas and your GI idea is a lot better thought out. I hope someone at CIG will see and consider this.
@RicoZaid_
@RicoZaid_ 2 ай бұрын
Great ideas.
@davidstern1786
@davidstern1786 21 күн бұрын
This is interesting, and makes a lot of sense to me. I'm not actually aware of a lot of drama concerning DOAS in my org, but Spectrum wouldn't be Spectrum any other way!
@thrashjf83
@thrashjf83 2 ай бұрын
I'm of a mindset I'd like them to go the way of the old school muds like dragonrealms did way back in the day. You had a character, they could die and die forever, but you could ensure it didn't happen by getting rescued and having stocked up on divine favors to call in to bring you back to life. I feel there should be something you can do in SC to do that. You want to ensure your death isn't your only one then you do a little side mission to correct and restore your gen code so when you get restored you're good to go. The main reason I think this should be an option is due to the fact that even with master modes I get taken out by an npc deciding to joust. I'll be flying in and the npc will still be in nav mode and fly right at me at a speed to fast to do much of anything about. Maybe when the game hits full 1.0 it will be less likely to be deleted by something like that, but right now I'd like some form of insurance. Death should matter, death should also be something we can protect against. To paraphrase Machiavelli, "everything we do in life is to prepare for the day fortune turns against us." I'd like something we can do to prepare for when something bugs out, or we get pad rammed by someone who doesn't care about their character, or we find the one asteroid that didn't want to render today. We also need the power to buy a license to do search an rescue to go into bunkers and other secure sites to save downed players.
@Libertas_P77
@Libertas_P77 2 ай бұрын
I like this kind of game design analysis Ray, and the ‘genetic instability’ of DOAS that you mention makes sense to me, as does the (game play time only) timer related to it. Obviously this all relies upon a future Star Citizen where glitchy ships insta exploding from agitating on pads, or turrets randomly seeing you as hostile and blowing you up in seconds, is not the case and we have something closer to a stable, finished game. To me though, death needs to have real consequences in an MMO, including for those who love PvP.
@unsoundVed
@unsoundVed 2 ай бұрын
What you said makes sense... For me I am very curious how respawn will work when resources management is implemented fully... If u keep the ship/vehicle running it will lose hydrogen and at some point shut down... What happens to the attached bed then... I am sure it will also stop functioning... And for PPL like me who keep shields on but engine off the same will happen faster... Either way what u proposed having npc taking up the becon makes sense to me...
@justawildstickman1787
@justawildstickman1787 2 ай бұрын
You're the only one I've seen give a proper explanation and potential solutions to DOAS. I've agreed on your ideas for a whole but everyone has always hated on it. Thank you for giving it a chance and explaining it well. I do believe time to be rescued is one of the main issues to be faced but I am eager to see how cig plans to work on it
@scifrygaming
@scifrygaming 2 ай бұрын
That's a good idea. Let's see how CIG impaments DOAS, hopefully its something like what you just described. And, btw, Carrack Karren was actually having fun with the pirates. I watched a stream a week later where he was on with them. His VOIP wasn't working but he didn't know it. It was a viewer of the pirate stream that called in the 'greifing' allegations. Kinda sad actually. :(
@beatworldrecords6080
@beatworldrecords6080 2 ай бұрын
DOAS ends up being death of a spaceship for now. In that I load up the ship with gear and vehicles and when it dies I have to rebuild it. I'm actually keen for the mechanic to be implemented in some kind of way and think you have laid out a good path.
@aaronpaul5990
@aaronpaul5990 2 ай бұрын
Well there will always be drama but yeah the idea of Gentic instablity sounds like the logical conclusion there ^^
@reamoinmcdonachadh9519
@reamoinmcdonachadh9519 2 ай бұрын
No, the cheap response would be to say create a new character that 'inherits' the previous character's possessions. The not so cheap response would be to say that as well as Genetic Instability, regen should come with an increased risk of incapacitation, and the requirement of prosthetics (which should come with their own limitations and financial costs) to mitigate said incapacitation. This might provide or have the necessary disciplining motivation for players to play wisely in order to keep their character alive for longer, sufficient to make a dent in the respective reputation of what careers are open to players in the game.
@nickstinger4709
@nickstinger4709 2 ай бұрын
I like your idea of genetic instability. If they did it like you described here, we could have a good game.
@michaelsanders2065
@michaelsanders2065 2 ай бұрын
I agree that the Drama around "Death of a Spaceman" should be toned down a bit. I do like your take on it as a workable setup for this mechanic that preserves and enhances the Medical Profession in game. I would prefer a conditional, given the instability of the game as a whole, though. Deaths that occur as a result of game bugs and glitches should not count against the Genetic Instability or the number of times death occurs before funeral. The unavoidable Glitch-caused deaths has been my only real concern with this whole DOAS concept.
@reynardtv1
@reynardtv1 2 ай бұрын
My problem with medical beacons is as follows. Almost every time it gets accepted by a player on the other side of the verse and usually it is someone farming service beacons. (These players do not release the mission so no one can respond). To fix service beacons I feel that a qualification cert needs to be in place (Missions) and the ability to release the beacon and re issue it needs to be available to the downed player. The request should also go to certified medics only and the mission for certification. Crete prefixes based on rep so that players can see what the player profession is ie. med or eng.
@caractacuspotts680
@caractacuspotts680 2 ай бұрын
you come up with a lot of great ideas, Ray. But your genetic instability idea may be the best. I truly hope we get something implemented like that. o7!
@jaykay5838
@jaykay5838 2 ай бұрын
This reminds me of other MMO's where , often they have a mechanic that reduces your stats when you are revived, temporarily. I figure no matter how far in the future we go, being revived after death most likely would result in disorientation, and the body recouperating for a while.
@parkerxgps
@parkerxgps 2 ай бұрын
Sometimes death will be welcome. To many, it will come to soon. As it should be. The idea of REALLY being experienced or starting out, in game is interesting.
@maestrom7531
@maestrom7531 2 ай бұрын
Some very good ideas here. I presume you have written this up in a spectrum post.
@fromadhdtodndtomtg
@fromadhdtodndtomtg 2 ай бұрын
Thanks Ray, a logical presentation that i appreciate... Ans for those that don't like the PVP aspect, in real life folks don't like PBP experience. The game is all baout managing risk. Want to avoid PVP, stay in your starter forever. Grab a C2 and go out to buy high risk economy, and get waylaid by piratres... welp, that sucks. Dont get me wrong, but i have had good and bad experiences with PVP, but i learned and didnt repeat my mistakes. The only thing that truly concerns me is the "glitched" death. This had nothing to do with a choice, but getting stuck in a game issue (example: was exploring a a ship found in an asteroid field, and the elevator glit hed, trapping me inside the ship - ie inside the ship - until i died from dehydration. Sure, i made a choice to explore, but humans have trouble pahsinh through a wall in general, same should exist in SC... and all of the rescue options in the world didnt work (yeah, even had a friend try a vulture, and no luck). So... death of a spaceman.
@NL0Gwenster
@NL0Gwenster 2 ай бұрын
The issue with inheriting almost everything depends on how it's set up. My main gripe with SC's current direction is the unnecessary time sinks. Even if you inherit 99%, if it's like a soft-wipe: all your items, customization, and personalization are reset and all items sent to your home location, and you have to start over. This means transporting everything in containers, redistributing and re-equipping and re-personalizing multiple locations across by that time, multiple star systems and planets ? That will be time-consuming, especially if you don't have a large enough ship to do it in "one pass" I don't want to waste hours on this process. In the end, you're video is interesting and i like your take on "DOAS" but as history has shown, the community as a whole always had way better idea's than CIG themselves. Yet if CIG ends up doing things in the inferior way; that's the way we're stuck with. All this theorcrafting on how it should be, is ultimately meaningless cause CIG has no history of listening to the community. Furthermore, it just highlights to me at least; that they have no solid idea of the direction they're going. They have a vague idea of DOAS. But they are just re-iterating as they go internally until they eventually get there. if they did have a super clear direction of how it will work and thus where to go to in developmental terms. They would have given us clarity a long time ago; instead of suffer the community's constant questioning and doubts on the topic.
@stormwolf3255
@stormwolf3255 2 ай бұрын
I never understood the drama around DoaS - so long as they have the game in a state where you're not forced to respawn due to bugs (falling through the world / stuck in geometry etc.) then it always seemed a reasonable check on the Leroy Jenkins mentality. I'd go further and make it something that limits the effectiveness of rapid respawns (i.e. it takes time to reconstruct your physical form to receive your 'soul' and a carefully prepared clone body generated at a 'respectable' medical facility could have less Genetic Instability than one which is an 'emergency soul repository' knocked together in the back of a Nursa: the longer you go between respawns then the 'better quality' your next mortal incarnation (up to a point). It also allows the possibility in the future to be able to find ways to repair some part of the instability if it turns out people are dying faster than expected on average (of course that should be an expensive medical procedure).
@taylordarland8772
@taylordarland8772 2 ай бұрын
Theres some good ideas here. Id like to see where the devs are on this topic. Tonedown.
@philipquaglino
@philipquaglino 2 ай бұрын
4:40 If we look at this as a video game, which is what SC is ultimately supposed to be...a game, and akin to an MMO. Medics are the healers to keep you going in game and not to be only resurrecting you all the time. Like MMOs medbeds are respawn points and yes, the punishment is losing time, right now we simply loose a LOT of time and this makes keeping players engaged a reality. Right now many log in and die then get annoyed they lost their gear, need to rearm, redress, get to a terminal to claim a ship and then...wait, then fly out of Atmo, hit a few markers and QT for a while to then do the slow flight to where you were before. People log out of that. If they made Normal and Hardcore servers where yeah Medics also mean rescue and you wait for rescue and pray they are not trolls or show up in an hour while you wait, people will switch to normal servers as Medics would simply be people who elected to bring things to keep the team healed up and stay in the back to drag out on "raids". People will burn out and simply go to normal servers and prove that they don't want that level of wasting time. We just need healers, not rescuers. most take suicide because the majority play solo and will continue to do so and waiting is dumb.
@OsirisHorscow
@OsirisHorscow 2 ай бұрын
My biggest hope is that DOAS makes large scale fleet battles require medical teams as part of the fleet. I want incapp'd players in soft death'd ships or empty space being pulled into an apollo or picked up by a medical pisces. I want people screaming about targeting medics in battle, I want FPS combat medics to be a role that others cannot fill to the same capacity alone, while leaving the solo player's ability to heal most small injuries in tact.
@jonesdaevilone
@jonesdaevilone 2 ай бұрын
As long as I stop falling through the floor of my ship, doas sounds pretty interesting
@SpaceMike3
@SpaceMike3 2 ай бұрын
Imagine med beds with an alarm on them. Your away team can respawn on it as expected but a med tech operating it would mean less GI.
@SueMyChin
@SueMyChin 2 ай бұрын
I like a lot of your ideas but maybe it's a little complicated. I would go with the same general theme but instead have a cost vs GI trade off. Essentially on death you could pay an amount and lose a % of GI. The more you pay the less GI you lose, so there is always a cost. For example 50k = 10% GI loss. 500k = 1%. Also it should cost progressively more to clone you the lower your initial GI to further incentivise self preservation.
@stormycatmink
@stormycatmink 2 ай бұрын
The funny thing for me is I raised a lot of these complaints a year ago, that there was some huge gaps in the concept of death of a spaceman as the game was playing out at the time. Now that med beds can all regen, and time to kill has increased, it all seems perfectly fine to me. My main concern was not being stuck where I can't be rescued (like out exploring by myself, which I see happening frequently, and I fall down some chasm), and just the ease and frequency at which death was happening. The respawn thing will have to be replaced with NPC rescue, so that needs work, but the ease and frequency of death is dramatically improved, so that's not an issue anymore. I think the real issue is: why didn't anyone see this coming a year back? Very little has changed since then in the story of what DOAS is all about. The only thing that's changed is some of the mechanics for respawn and comments from the Devs that 'oh, don't get comfy, death will matter soon.' That's always been true.
@Rufus_McGoofus
@Rufus_McGoofus 2 ай бұрын
I'm looking forward to Death of a Spaceman. The drama does need to be chilled out.
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