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The meaning of death
I was thinking about this, because its one of those things that make RL war hugely different from a game's. It would be very extreme to have our characters really die after a death... and we would ran out of players really really fast. But there has to be something that can be done so people can understand and value enough to develop skills to remain alive in our dangerous space.
If you think about it, this is not only affecting individuals but also how wars 'end' in Jumpgate. For the most part.... they dont. Pride gets in the way and as long as there is equipment, there will be fighting going on and never surrender (which is a nice attitude IMO) but as death is just a 5sec deal and then some seconds more re-equipping.... wars never end. A loss of money is not enough IMO, and I dont think our wallets should suffer much from it, but personally, something should get affected so people value it. Most I can think of right now is (its early you know....) - Loss of a fixed ammount of experience. As exp ammounts between levels are so varied I would suggest a number that would put a pilot in a fighter.. out of it, but not high enough to eat your whole lvl 26 (and almost 27). That would put folks to work on exp so that when they get a exp hit because of a death they can recover from it. I would put a limit on how much exp you can lose, like a rock-bottom level, to avoid folks griefing somebody back to lvl 0, maybe rock-bottom could be one level prior to LF. This could put PvPers out of war capable ships and eventually make them concede defeat. I honestly dont like losing exp much and the thought of losing levels after a lot of hard work put unto them.... is disgusting, but at the same time, makes you appreciate 'life' even more. Ok, now your turn to... ![]() ![]() ![]() or ![]() ![]() .ELP |
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Re: The meaning of death
I like the idea of loosing exp with a death providing it halts at the level your at. So a level 10 cant die enough to drop him a level, but if he keeps dying he wont make 11. I REALLY like that notion.
Is that rival squad powerlevelling their players... go stunt em... tada.. purpose to pvp. What I would like to change sooo much though is re-equiping after a pod ride. I find it soooo annoying sitting there clicking to unload the junk fitted to the new ship, just to grab and reload the stuff I have already in my pos for such an instance, 1 equipment type at a time, then having equipped it all, I have to get rid of the junk items too... I used to have two identical intruders in my hanger so on a pod ride I just swapped ships and did all that junky stuff some other time just to avoid it... Grrrrr *shakes fist at screen in annoyance* I don't mind the animations, in fact I wouldn't mind sitting and watching my ship get rebuilt, I just don't want to have to do it myself 1 item at a time. There, I feel better now. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 808
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: The meaning of death
Elpirata I think your idea is great! Make experience point losses large enough that say 3 pod rides drop you a level or even two, but max it out just under LF level. I think that would make death much more painfully significant for anyone's purpose.
Excellent point Vorlon! You should be able to either set up a "custom loadout" for each ship and save it, or have the hanger/station replace your ship the way it was loaded out at the time of your pod ride (assuming equipment is available). I couldn't care less about the animations. Time spent is time spent. Having to swap out & haul off the starter/newb gear is a major pain! |
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Re: The meaning of death
really this is not a good idea. sorry elp. heh.
I'm all for making death more meaningful, but forcing my character to do OOC fluxing over and over again to get back to where I was just seems like way to much of a hassle. PvP already has meaningful consequences as far as credits are concerned. PvP pilots aren't rich, and losing 400-800k per death is fair penalty IMO. The people who are for this idea dont PvP at all and have tons of credits. I think this is a good way to punish pilots for engaging in PvP. And as a result, the universe would be far less eventful. The idea of fluxing constantly after every time I kill someone just to get my XP back is revolting. I do not CARE about XP, and IMO it should be eliminated from the game completely and replace with a certificate system similar to PlanetSide. |
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Member
Join Date: Mar 2005
Posts: 505
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TOTW/F/M Award(s): 0
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Re: The meaning of death
I agree. The penalty for death is already enough. The only reason it doesn't seem so is because of matt farming, and even still most of that money isn't in the hands of PvPers. I don't want to have to do a bunch of meaningless levelling just because I'm playing the game I enjoy.
That would be like me suggestion the only way you get XP is killing other pilots and every flux you kill you lose XP. I bet you fluxers wouldn't like that, eh? |
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Re: The meaning of death
Cant say I like the idea, I did then after reading some of the PVP points I agree with them. I do think death should have more meaning than it now but with out crippling new players. if this was brought in to play in Jumpgate Evolution we would all be noobs for an age
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Cadet
Pilot Name: KEA
Joystick: Saitek X52, Thrustmaster Cougar HOTAS
Join Date: Sep 2006
Location: In my own world
Posts: 33
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: The meaning of death
I almost quit playing the game when someone did a flyby give of a bunch of credits. I think just giving players a bunch of money is a good incentive not to play the game. Personally I hope they get rid of the /give command, or at lease let someone refuse the money. If I knew how the /give command worked when I was given a bunch of credits, I would have given them right back.
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