So, a few days ago, I checked in on BYOND Anime and saw a post suggesting to draw kids away from DBZ/Naruto with stuff like Outlaw Star.
That got me thinking, BYOND doesn't have a space pirate/space bounty hunter game.
So I thought, thunk and speculated.
And I believe it would make a great game, except for one thing - Death of a player.
How would this be handled?
If you make a powerful character who gets killed, what is the use if your character just comes back, with all riches and just as powerful?
At first I thought that Death in there could be handled somewhat like death in the real world.
You die. Game over, make a new character.
But then the game may lose playerbase, out of fear that they may die and lose it all.
Then I thought, "Hey, it may not be so bad! Players don't have to be a space pirate/bounty hunter! They could be merchants, or just sit around and chat!"
But that won't stop the overzealous from busting into the bazaar/pub/forum and robbing/killing them all.
So, what do you guys think? How should death be handled?
Also, before it is suggested, there will be NO non-killing zones(save for the beginning area, unaccessible after you pass it)
Aug 13 2007, 7:10 pm
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Death is simple, send them to the medical bay saying they found the person in critical condition. :P
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GhostAnime wrote:
Death is simple, send them to the medical bay saying they found the person in critical condition. :P Why would you want a theif wanted for grand theft auto, holding WMDs, mass genocide and such in a medical bay? And when they player gets out, they can just quickly gain back the status that they were just at. |
If you really want to make death realistic you have to look at it from a different perspective.
Why, in real life, do murders occur very rarely (in your average suburban setting), whereas in games they happen every other second? It's not because death is permanent in real life. That only gives you a reason to fear death, not to fear killing other people. The reason it happens less is because there are such terrible repercussions for murder; people who kill other people get arrested and either killed themselves (and it's permadeath, so that's feared), or sentenced to life in jail. If your game world has no kind of law and order and is just anarchy then you must accept that people will just go around mercilessly killing other people for laughs, even with permadeath. That's what happens in real life, too (think war-torn unstable countries like a few african states or post-war Iraq). If you want death to work a little more fairly, you'll have to set up some kind of justice system- either run by players, or by some kind of internal mechanism. It's what we did in real life to balance things out too and it works pretty well for the most part. |
Elation wrote:
If your game world has no kind of law and order and is just anarchy then you must accept that people will just go around mercilessly killing other people for laughs, even with permadeath. < snip > That's part of the solution, I think. The only trouble with that is that the griefer in question (let's be honest, that's what the asshole that pulls this stuff is), upon seeing that his character has been sentenced to three consecutive life sentences in prison without the possibility of parole for murdering generic NPCs X, Y, and Z can merely create a new character. He can start fresh and go on another killing spree. There's no easy way to solve that caveat. I think that you lose no matter what steps you take to prevent this. Make "killing" accessible only to players of a certain level or age (duration of the existence of the character, not the player's age) and you lose realism as well as that crucial element of human distrust. Restrict the number of new characters per IP and you probably risk irritating more of your real players than the griefers (who will find a workaround anyway). To pick up where Elation's analogy left off, people care about going to jail because they can't just start over clean. I don't understand the attraction to permadeath in a long-term game anyway. What's so entertaining about losing the last X hours of effort you put into building your character if it's just going to be deleted because some jerk wants to prove he doesn't have a tiny cock? There are all kinds of other results that can occur from "failure" (losing a fight, hitting an asteroid, etc.) aside from death; Permanent or near permanent character penalties in the form of disfiguring or debilitating injuries, memory (skill) loss, loss or damage of equipment, and so on. Why you would choose instead to basically tell your players to quit your game once they fail a challenge is beyond me. |
Exactly.
The game will have little to no GM moderation, the entire game will be enforced by the players. There will be a ban and boot feature, but those will *only* be used in extreme cases. Because of this, players that don't want to act out the game but sit around the forum/bazaar/pub will need to be strong themselves, in case a space pirate does come in and try to kill/steal from everyone. The game isn't going to be an RPG in the sense that you have levels and such. Everyone will be the same, plus or minus a few unseen stats. Players can get stronger or faster, but only to a certain extent. The primary means of "fighting" is pretty much your gun and your ship. Now that I go and think about it, Permadeath shouldn't be too bad, because you aren't spending 30 hours to get to level 55. The only *real* bad loss I can see with permadeath would be loss of equipment and your riches. Their wouldn't be many different types of guns, and they won't be unbalanced, and won't be hard to aquire, so I don't even see that being a problem. There will be a jail, if you've ever watched the Tenchi Muyo! series, it would be similar to the GP Jail.(A building that holds another dimension that will be near impossible to escape from, and it is heavily guarded so attempted rescues will be very, very challenging.) Hummmmmmm |
Oh, so it's a quickie deathmatch style game (where you go in not expecting to live for more than a few minutes anyway). In that case, it doesn't really seem to make much of a difference either way since characters are disposable anyway. It sounds like "permadeath" in the sense that something like Quake is "permadeath" - if you die you start over with one gun and have to go pick up the other ones strewn about the level again.
I don't really have any comments on the concept, then. That doesn't sound like any fun at all to me, but that's just me. Good luck on it, regardless. |
Your character escapes from the vessel in an escape pod, with all his riches stuck on his vessel (which has now exploded).
Best way, really. If you're incorporating things like character skills/techniques and fame, don't take those away from the player when he or she dies. [EDIT]: Oh yeah, the escape pod makes it to a nearby station safely, 100% of the time. ;) You might want to leave the player with some of his or her money. Just enough to buy that small shuttle? |
Dead_Demon wrote:
(A building that holds another dimension that will be near impossible to escape from, and it is heavily guarded so attempted rescues will be very, very challenging.) I just want to point this out and remind you about the difference between challenging and frustrating. If something is going to be "near impossible" to accomplish, I don't see any challenge in that. It sounds like you're planning only to frustrate the player, and that kind of gameplay sucks. Especially with your desire for permadeath, which (I imagine) would severely hold back a player's attempts at learning whatever "challenge" you give him. Giving a player a Rubik's Cube for the first time in his life and then threatening him with the loss of his character if he doesn't solve it within a minute isn't a challenge at all. You mentioned twice about someone losing his riches when he dies, so whether or not you have level-building you're still adding elements of progression and time spent in a game, just to rip it all away. :/ |
Why not make the bounty system reward/punish based on relative level? Killing newer/weaker players ups the bounty on your head fast (unless they attacked you first). Killing older players, not so much. Likewise, new players have small bounty rewards, so it isn't that great to go after them (couple that with repair costs/eq damage and going after them might be counterproductive). Big bounties on those oldies, though. This makes sense as older characters are the ones most likely to have skill and gear.
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Thanks for the ideas, guys!
@Sarm I didn't mean that the actual "jail" would be nigh impossible for the player to escape from, infact, it could be easy. What I am planning to do is when you are captured by the police and put in jail, your character is frozen for a preset amount of time(Probably 2 weeks). Once frozen, you could consider your character "dead" if you want, but before those 2 weeks are up, you have a chance to sneak into the jail and free your frozen character. Once freed, you can then either: a)Attempt to rescue characters ship and weapons or b)Just get out of there before both of your characters are caught And like I said, if you are a smart player and bring a cloaking device, it should be easy as long as you don't fool around. @ D4RK 54B3R Hmm, I hadn't thought of that. Great idea! Hmm. I was thinking, for a ship to be destroyed, you have to first board the ship and destroy the power core located within. The only thing that happens to a ship if your ship fires upon it, after the enemy ship takes enough damage, it "stall" until the ship has 1/4 of its power regained. A ship will automatically gain power back after it hasn't been damaged for more than 10 seconds. @ Evre No. I am trying to avoid that kind of thing as much as possible. You will be able to build your stats up still, but not by much. You start a character, you get a random starting for strength, speed and intelligence and aim. Those stats also are have a random limit(15-23 max). The greater aim is, the better precision you have with firearms. The combat system I have designed for it requires you to target your opponent, and once you press the fire macro, your character does the rest. All you do is control movement. The bullets will go to the position you were at when the opponents gun fired, so you still have a chance to dodge them. Also, similar to what Jmurph suggested, turning in a player alive gives you 3x as much as it would turning in a player dead, and since wealth=power in the game, you'd want to try to keep them alive. |
ok it may be a bit late to post BUT i have an idea which is:
When a player is defeated the oponent has the option to kill or capture. If captured they may get a scar on there base (sorry im ripping it off Fable 2). Or again you could stick with theses there could be merchants, bandits, anten seven, catarl catarl and one more that will be a good money maker. Racer. obviously using Wong as curency base alot off the anime/manga use alot of the things such as casters being rare and the "wizards" from ep 23 to make caster shells. use a gundam type of system for space travel. use an aging system so you start as a child then a time skip to teens then time skip to 22-28. anyways what do you think? |