barely escaping death

Post ideas & suggestions you have pertaining to the game here.
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relanat
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George posted a great Ministry report on being resurrected if you are in a system which has a medical station.
https://ministry.kronosaur.com/record.hexm?id=58349
Heaps of great ideas there.

JBW and wTV,dn added a pile of good stuff. I had a rare moment of creativity as well.

Has anyone got any ideas or thoughts on cheating death.

Two main areas to my way of thinking.
Either quite common ideas like tanker ships flying in to refuel you. Ideas that would save you on a regular basis to make it a bit easier to stay alive.

Or 'last-chance lose everything' miracle saves. Crazy stuff like Domina magically transporting you back to Eridani or Xenophobes saving you but taking your liver so you need to find a human organ within a certain time period or you die. Stuff like that.
Stupid code. Do what I want, not what I typed in!
PM
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Domina can already provide several powers to help keep the pilgrim alive. Desperate Escape, which overrides death by HP loss with auto-Sustain, is the miracle save, and makes permadeath very easy to honor.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
erwgd
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Dying near most, if not any friendly stations should have a chance of cheating death, as the friendlies who come to loot and scuttle help you will attempt to treat you with their medical facilities and the medical items in your cargo bay.
On any station that isn't a medical one, medical items in your cargo bay would be a significant factor in whether you can recover well enough on the spot to pilot your ship again, or whether you can be stabilized and transported to a better medical station. On the spot recovery would be favorable since it's cheaper to owe your life to one station than two stations plus the ambulance crew.
A metropolis or arcology might have facilities that are comparable to those in a medical station, so medevac to those might be possible.

If you've established a highly positive reputation with the station (trading, using dock services, defending them against attacking ships), you might be treated as a friend and the station may repair and release you at a lower cost. If you recover and the station is under attack - you were fighting xenophobes who are still blasting the station, for example - the crew may just ask you to fight off the attackers, and any debt you might have will be considered repaid if you do so.

If you have very strong relations with multiple factions who are friends with each other, there could be a chance that you'd end up like Fiona (except with a salvageable ship) and you and your ship may be brought across multiple systems, passed from friend to friend, until you're treated at a suitable medical station.

Devices should have a high chance of being damaged upon death. A damaged reactor could guarantee total ship destruction if you die again.

Insurance should play a part if you cheat death; the insurers pay your recovery fee (if applicable) and replace your damaged armor and devices with the same but repaired stuff, otherwise you get weak titanium or plasteel plates that the station can spare and no device replacements.

If you die next to a working Sung slave camp you might be recovered and enslaved. If you have insurance your clone could continue the game and potentially liberate their original self, making for an interesting situation!
JohnBWatson
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PM wrote:Domina can already provide several powers to help keep the pilgrim alive. Desperate Escape, which overrides death by HP loss with auto-Sustain, is the miracle save, and makes permadeath very easy to honor.
That's true. Other roguelikes restrict very high end 'magic' (which is what Desperate Escape, Ingenuity, and Shatter are, in terms of gameplay) to recovery through some secondary mechanic, either in addition to or in place of time. I wouldn't be averse to this - it'd probably benefit balance to have the more exploitable powers recharge every time the player enters a new system closer to the core(for Domina powers) or feeds the AI a certain amount of items(for CDM mercs - this would be an excellent way to make Quantum Cubes useful).
PM
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Ingenuity and Desperate Escape are very powerful and having limited amount of uses per game like Jettison Hack may not be a bad idea. Shatter is kind of underwhelming for a superpower, and utterly destroying the ships - friend or foe - and removing your immortality (it shares with Desperate Escape) makes it a power of last resort.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
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