11-28-2016, 07:24 AM
(This post was last modified: 11-29-2016, 06:22 AM by aft2001. Edited 2 times in total.
Edit Reason: Adding RP/Game mechanic friendly to the topic
)
Issue: Death early on in the Extended gamemode (Which is mostly permanent for LLJK1) SUCKS, especially if revival is not an option or cannot be done.
Solution: A mixture of lore (based off the ideas of me, and also further supported in this post https://forum.ss13.co/showthread.php?tid=7562 ) and game mechanics would allow for dead players to come back after an hour or two!
Lets just say that Central Command has everyone's neural uplinks available for cloning. However, due to the crewmembers' extreme distance from Central Command (The NSS Destiny is VERY far away. Likely lightyears, if not many parsecs), the neural transmission takes a very long time.
However, Central Command's cloning bay is expansive, fitted with state of the art cloning technology far superior to the mobile version fitted on the Destiny and other facilities.
Revived crewmembers are restored to full health, with a full genetic reset and reattachment of augmentations (I.E light robotic arms. Only available if you have the trait selected.) These crew are given a brand new ID linked to their bank account, a PDA with their job's cartridge in it, and their job specific clothing and headset (This will exclude certain items, like the captain's authentication disk, the scientists' gas tank, and other things.)
Then, crewmembers are to wait for a transit shuttle to the Destiny or whatever ship or facility they were assigned to. This shuttle is indeed the same shuttle used for emergency evacuation, so if the emergency shuttle is called, then all crewmembers waiting for transit are left at Central Command. The shuttle will ferry crew to the Destiny, but the doors will be bolted shut. All crew onboard the shuttle are then teleported onto the Destiny into the Escape hallway.
Of course, anyone declared an enemy of the corporation will be held at Central Command in a prison cell for the rest of the round, and anyone that is a part of outside terrorist groups (I.E Wizards or Syndicate operatives) will NOT be cloned. Of course, traitors can still escape (if an admin decided to make someone an antag anyways)
What are your thoughts and opinions?
Solution: A mixture of lore (based off the ideas of me, and also further supported in this post https://forum.ss13.co/showthread.php?tid=7562 ) and game mechanics would allow for dead players to come back after an hour or two!
Lets just say that Central Command has everyone's neural uplinks available for cloning. However, due to the crewmembers' extreme distance from Central Command (The NSS Destiny is VERY far away. Likely lightyears, if not many parsecs), the neural transmission takes a very long time.
However, Central Command's cloning bay is expansive, fitted with state of the art cloning technology far superior to the mobile version fitted on the Destiny and other facilities.
Revived crewmembers are restored to full health, with a full genetic reset and reattachment of augmentations (I.E light robotic arms. Only available if you have the trait selected.) These crew are given a brand new ID linked to their bank account, a PDA with their job's cartridge in it, and their job specific clothing and headset (This will exclude certain items, like the captain's authentication disk, the scientists' gas tank, and other things.)
Then, crewmembers are to wait for a transit shuttle to the Destiny or whatever ship or facility they were assigned to. This shuttle is indeed the same shuttle used for emergency evacuation, so if the emergency shuttle is called, then all crewmembers waiting for transit are left at Central Command. The shuttle will ferry crew to the Destiny, but the doors will be bolted shut. All crew onboard the shuttle are then teleported onto the Destiny into the Escape hallway.
Of course, anyone declared an enemy of the corporation will be held at Central Command in a prison cell for the rest of the round, and anyone that is a part of outside terrorist groups (I.E Wizards or Syndicate operatives) will NOT be cloned. Of course, traitors can still escape (if an admin decided to make someone an antag anyways)
What are your thoughts and opinions?