Anteworld - Outerra Game > Game & gameplay discussion

Dying in Outerra: The Game

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C. Shawn Smith:
Because of that other post, I got to thinking about what happens when you die in Outerra The Game.

Since the prologue Novella has already establish cryogenics, my thought is that when a person dies, you see a medivac helicopter or hovership come and pick up your body, and carry it back to the nearest "hospital."  There, you are placed in a cryogenic chamber, doctors work on you to fix you back up, and you wake up fully restored (with maybe some sort of penalty, depending on the mechanics of the game).  Of course, all this happens instantly (except for the cutscene of the medivac picking you up), so there would be no real down-time in waiting.

On screen, you will see an overlay message:

"ZeosPantera was just killed by cshawnsmith.
Medichip transmitting GPS coordinates ...
Medivac ship dispatched."

(Sorry Zeos :lol)

C. Shawn Smith:
Oh, and it would be nice to have "kill-spam" displayed to everyone within the region ;)  Infamy goes a long way to making a player versus player aspect interesting.  It will also help people identify griefers, and organize a posse to take that person out.

"ZeosPantera was just killed by cshawnsmith."
"cshawnsmith just killed Cameni."
"Angrypig just ended cshawnsmith's reign of terror."

ZeosPantera:
I find some issues with your plan, when you die tens of miles outside a colony, perhaps while walking 10 feet from your prized not-a-tatra, It is safe to presume it isn't air lifted back with you. Now I don't want an insta-respawn as that isn't a good enough deterrent from death.

I guess the first thing we need to discuss before what happens when we die is WHAT CAN KILL US?

Can we die from falls while walking? Or crashing vehicles like the tatra or apache? Does the vehicle sustain damage and make it useless when we do crash? Can we starve to death? Will monsters kill us?

Perhaps a system where death is not instant. For example if we all wore HL2 style hazard suits and when normally death would have occured we can be use up our hurt quota 3-5 times and at the end of our "protection cycle" we then really die and are respawned (cloned?) back at the hospital of our choosing leaving all equipment behind at the site of our death . Make it so before we leave on an "adventure" we charge up our Protection suit and only if we repeatedly "die" out there do we actually die out there.

It could be another upgrade where you can extend the energy storage capacity of your suit. Never quite reaching invincible but certainly doubling the starting value.

Seriously we need to discuss vehicle death scenario's. Nobody wants to spend 4 hours flying over the Atlantic only to "accidentally" plunge into the ocean when the phone rings and be re-spawned back home with no plane.

Also a log of our deaths should be kept with Lat Lon cords, time date and perhaps a list of resources we had when we died. Persistant dead bodies that decay in the sun and stay for months and years would be sweet for lack of a better word. Just leave yourself out there and check-up on it from time to time.

ZeosPantera resurrects self
cshawnsmith craps pants
Zeos now reigns over all of earth as an undying zombie lord
all hail Zeos

cameni:
Well the player should be more associated with his base/colony pod than with a concrete person there. I always lean towards making the background more logical and believable. So my idea is such that colonizers come in the ship with only a few humans active initially, but with tens of others in cryostasis. You'll be able to defrost them only if you can support the crew by providing them with food and energy/resources. This can happen when some of your figures die or you ramp up the production through economic growth.

And with that I'd say - let them die hard. Generating optional recovery tasks because vehicles and stuff aren't cheap, making it all serious.

C. Shawn Smith:

--- Quote from: cameni ---Well the player should be more associated with his base/colony pod than with a concrete person there. I always lean towards making the background more logical and believable. So my idea is such that colonizers come in the ship with only a few humans active initially, but with tens of others in cryostasis. You'll be able to defrost them only if you can support the crew by providing them with food and energy/resources. This can happen when some of your figures die or you ramp up the production through economic growth.

And with that I'd say - let them die hard. Generating optional recovery tasks because vehicles and stuff aren't cheap, making it all serious.
--- End quote ---

In that case, you're talking about being able to control your own colony instead of a single individual player character?  More like an RTS style, but with FP aspects?

And Zeos, I don't crap my pants :)  I get revenge :D

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