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Death in space, immersion, and solutions

sophlogimosophlogimo Member Posts: 6,507 Arc User
There are only very few things that really bother me about STO space combat. The vast majority of its features are somewhere in between of just cool and awesome.

However, one thing bothers me, and I wonder what the design considerations for that decision were: When you are defeated, you blow up, and are magically teleported back to the spawn. This is extremely immersion-breaking for me, and my observation is, for many, many people.

In ground combat, there is another option: Have one of your team mates (or simply another player of the same side) revive you on the spot. But actually, in ground combat, I could devise myself a reason why I am teleported back to the spawn, as long as my ship is in range: They just save me with the transporters.

There is no such imaginative solution in space. The immersion break is 100%. No explanation whatsoever will remove that feeling of "a moment ago I was a starship captain, now I am back to just a player of a video game" feeling which costs a lot of potential fun.

Yes, I am serious. It really annoys me, even though I actually don't die that often.

Could anybody tell me a good guess or maybe even inside knowledge (any devs? :) ) about why the ground combat options of "respawning or calling for help" were not made available in space, too?

Or what would be your favorite solutions to the immersion breaking problem?
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Comments

  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited August 2012
    Would it help you to have an animation that warps you in an escape pod to a starbase, get in a new ship, then warp back as a 30 second cut scene?

    Edit:

    Or show you blow up et al, then a transporter is used at a starbase to recreate you and your crew on an identical ship, which then warps back to where you were as a cut scene?
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
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  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited August 2012
    I've always wondered why they dont switch to a more...

    Disabled Ship:
    Looks like a ship wreck, a team mate can fly towards a ship 5km close, and can send a repair crew (this requires a few seconds and dropping of shield) the ship is 'revived' with full shields and about 10% hull. (requires X-amount of crewmen)

    Destroyed ship:
    In the same way a ground battle can see a person vaporised, a destroyed ship which takes a severe critical hit as its finishing hit is blown up and must respawn.

    How this would affect pvp: easy it wont. you can still respawn as in ground pvp no one revives a fallen team mate, its better to let them spawn.

    How this affected PVE: makes it slightly more workable in teams when a ship blows, but comes with a big risk, you have to have no shields for approx 5seconds and require a portion or crew.

    It seems more player friendly :)

    Though this power would be innately be more fitting to cruisers / high crew ships
    [Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
  • jtoney3448jtoney3448 Member Posts: 642 Arc User
    edited August 2012
    Honestly your ship should be disabled not explode, unless you use self destruct. Your "disabled" till a teammate sends a rescue team, new space revive ability. Or you repair at starbase aka respawn, which you do a warp out and back animation.

    Abandon ship ability should be renamed self destruct as your crew doesnt abandon jack they just blow themselves up. Abandon ship should be an ability to shorten respawn before death, like you know your about to die so you hit Abandon ship instead of a 2min respawn as example you get a 1 1/2min respawn.

    Our ships exploding all over the place breaks immersian badly. In pvp i can see it, in pve nope. Space doesnt really feel teambased at all not even in STFs, in STFs the team is mostly split up into 1-2 people per side only focusing on bosses. There is very little cross healing done by players, no reviving.

    Ground game is all about keeping your team up and moving, space is about blowing sh*t up or being blown up. PVP has players using teamwork but pve has very little of it.
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited August 2012
    sophlogimo wrote: »
    So I am not actually the Captain of the USS Playership, NCC 91234, but commanding USS Playership, NCC 91234-G? (Or NCC 91234-ZXA...)

    No, that would not help in the slightest way with the immersion problem. How could it?

    Perhaps you prefer a cut scene where your ship blows up in a huge ball of fire forever lost w/it's captain and crew forever gone from the game?
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • red01999red01999 Member Posts: 0 Arc User
    edited August 2012
    This bothers me tremendously as well.

    Unfortunately every time a thread on this starts up, one of the following seems to happen:
    • Someone decides to try to turn it into a discussion of new game mechanics that, while delaying the issue, COMPLETELY fails to address or even acknowledge the underlying problem (e.g. "if your disabled ship isn't saved in three minutes, it blows up anyway!"). Sometimes these are completely unworkable (e.g. switching into a ground-based mode to repel boarding parties - in the middle of space combat).
    • Someone tries to bring up immersion-problems-in-general with the original point of the thread being lost.
    • The problem is poo-pooed with no actual consideration of how this can essentially clobber the experience (I wonder if the same can be said if ground combat ended up with your captain blown to giblets) who essentially say "it's a game, get over it." I think I have seen at least one person in one of these turning around to complain about the violence level in STO in another thread that same day.

    This especially bothers me with Borg Red Alerts with their instakill torps - which are worse than normal because, in the best V'ger tradition, they should kill you AND convert you into data. Frankly a lot of the time I just play through it after that with no finesse because I have a team relying on me, and end up quitting for the day afterwards. And I have often quit and restart missions after being destroyed since, well, I just exploded. Game over.

    I can come up with a wide variety of ways to explain how one would survive this (including but not limited to quantum probability-based technological systems harnessing the "specialness" of your captain, and concepts as simple as emergency short-warp with the explosion being from a particularly large but non-fatal injury - see DS9 and the ship that destroyed the Valiant for an example of that). However, it is still very, very disruptive. Ironically, one "obvious" explanation - "Q did it" - is often used by people who don't particularly like their captain being special at all.

    Fortunately Dstahl has mentioned, during a chat that I attended once (and where I asked about this) that "damaged" ships in space was an idea that was being considered. Unfortunately, there's no way to tell when this will in fact happen - could literally be years, if ever. The mechanics for it are probably in there already, but hooking it together for player ships is another story.

    So in short - yes, it bothers you, myself, and a number of others. Unfortunately it is unlikely that anything is going to be done about it in the foreseeable future.

    As a final note, re: away teams - one way to explain it (aside from using one of those systems and mounting it in your captain's combat armor) is that everyone on the away team is equipped with one of the emergency transporters used in Nemesis. Hey, it's been decades since then, one would think that they've improved it by now.
  • red01999red01999 Member Posts: 0 Arc User
    edited August 2012
    p2wsucks wrote: »
    Perhaps you prefer a cut scene where your ship blows up in a huge ball of fire forever lost w/it's captain and crew forever gone from the game?

    That's pretty much what it is now.
  • red01999red01999 Member Posts: 0 Arc User
    edited August 2012
    The problem with this is that the ship is still being destroyed.

    Immersion goes splat when you're blown to smithereens in space. It doesn't matter if it happens less, if it's still in there, it's the same net effect.

    Vaporization on the ground isn't pretty, either, I have to say.
    I've always wondered why they dont switch to a more...

    Disabled Ship:
    Looks like a ship wreck, a team mate can fly towards a ship 5km close, and can send a repair crew (this requires a few seconds and dropping of shield) the ship is 'revived' with full shields and about 10% hull. (requires X-amount of crewmen)

    Destroyed ship:
    In the same way a ground battle can see a person vaporised, a destroyed ship which takes a severe critical hit as its finishing hit is blown up and must respawn.

    How this would affect pvp: easy it wont. you can still respawn as in ground pvp no one revives a fallen team mate, its better to let them spawn.

    How this affected PVE: makes it slightly more workable in teams when a ship blows, but comes with a big risk, you have to have no shields for approx 5seconds and require a portion or crew.

    It seems more player friendly :)

    Though this power would be innately be more fitting to cruisers / high crew ships
  • wildmousexwildmousex Member Posts: 0 Arc User
    edited August 2012
    If you can believe that in the ground combat that your ship is just recreating you with the transporter - It isn't much of a stretch to believe that your crew eject's a module that has a transporter and a large computer core that has a copy of all the crew and ship stored in a buffer - and just does the same thing when it's a safe distance away from the fight.
    [SIGPIC][/SIGPIC]
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  • carmenaracarmenara Member Posts: 0 Arc User
    edited August 2012
    Several players and myself suggest that very "allow engineering teams to reactivate disabled player ships" idea a few months ago during the STF respawn timer revamp.

    Any interests from Devs? Nope.

    Most of the good ideas back then were also buried in the usual "omg gozer ruined the game, i quit" commentary too :)
    STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

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  • red01999red01999 Member Posts: 0 Arc User
    edited August 2012
    sophlogimo wrote: »
    There must be some reason why they decided it to implement it the way they did, and they probably still see it as valid. I wonder what it is.

    They have an orders list dozens of items long from PWE, a wish list hundreds of items long and a bug list thousands of items long. It is unsurprising that something like this would end up shuffled to somewhere in the middle, even though it seems (to me, having little knowledge of the internal architecture of the engine and/or game-specific code) like it wouldn't be too hard to add.

    Further, there may be some game play aspects that they are concerned that this would interfere with. This is an understandable concern, I suppose, even if I strain to fathom what they could be.
  • goedzooigoedzooi Member Posts: 0 Arc User
    edited August 2012
    Just see it as a very, very big holodeck were you can respawn in space and on the ground.

    (The server is also called ''Holodeck'')
    [SIGPIC][/SIGPIC]
    (Or a pig)

    Sorry if my English is bad.
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  • red01999red01999 Member Posts: 0 Arc User
    edited August 2012
    sophlogimo wrote: »
    Of course I would not realistically expect them to change this at the whim of some players, unless they are convinced themselves that it is a good thing to do and have the time to do it.

    But they had not any of those things you mention when they first designed the game and decided that there would be revival on the ground, but not in space - so, why did they do it the way they did?

    You'd have to ask them. If you'll read my somewhat spamtastic response earlier in the thread, I'm rather against the way that they do it and it destroys my immersion, too.

    As I understand it (and note this is something I've heard third-hand since I wasn't even here when it happened) it was decided either in beta or very early after launch to do it the way that they do it now, due to player input. I am not sure if it was going to be more apparent that you got turned into space dust (maybe even lost your ship), or if they were originally going for a 'disabled' type of thing.
  • baracura28baracura28 Member Posts: 0 Arc User
    edited August 2012
    Let them also remove sound when im flying my ship. cause u know of the No sound in space!!

    Its a game. Its fine as it is.

    If u want it to be treu to nature, t his should happen

    If u die space or ground, ur char gets wiped and u can start over at lvl 1..

    ( u lose everything. )

    All c-store items should be char bound. ( Unless they make a family tree )

    So char dies, u can rebuy the c-store item!

    If a starbase gets destroyed in a fleet starbase mission, geuse what u can start from scratch again!

    Or shall we do it like a game??!! AkA as it is now? !
    Talking to my self, asking stuff to my self, definitely not understanding my self. Such is the life of an overworked Starfleet admiral.
  • boglejam73boglejam73 Member Posts: 890 Arc User
    edited August 2012
    Honestly, not that big of a deal to me. They have to have some sort of way to deal with player death in an MMO and die/respawn is pretty much the standard.

    I get what you guys are saying, but at he same time, I think you will have to admit you guys are going to be the minority if any proposal to change the death mechaninc in space involves having to leave the instance, sit at starbase for repairs, or anything else along those lines.

    Space fight vid game = pew pew! after all, right?

    I think the devs tried to find a middle ground when they added in ship injuries on elite setting. Sure, you still go boom and are insta-respawned just outside of the fight, but at least now there is a consequence you have to deal with.
    [SIGPIC][/SIGPIC]
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  • matridunadan1matridunadan1 Member Posts: 579 Arc User
    edited August 2012
    sophlogimo wrote: »
    No offense, but are you sure that you have understood post #1 in this thread? ^^

    It's called sarcasm.
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  • bluegeekbluegeek Member Posts: 0 Arc User
    edited August 2012
    There has to be a balance between immersion and satisfying gameplay.

    Going kaboom may not be very satisfying to the guy getting blown up, but in PvP you're really looking forward to seeing those explosions when it's the other guy.

    The status quo isn't very elegant in some ways, but it does have the virtue of being able to get back into play very quickly when you're in a solo PvE instance, and reasonably quickly in team play.

    Don't know about the rest of you, but I really hated having to run back to a mission door from the hospital in that former Cryptic game. Worse yet if the hospital was the next zone over.

    So yeah, this is a gameplay improvement over that, if less immersive.

    I wouldn't mind the "Disabled Ship" option in Team PvE. It simulates the idea that a crippled ship is no longer a priority target. As long as the self-destruct option to respawn remains, then it would be workable.
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  • kimmerakimmera Member Posts: 0 Arc User
    edited August 2012
    sophlogimo wrote: »
    Yep, and the usage of that sarcasm only makes (to me) sense under the assumption that he did not really understand the problem described in post #1.

    It is possible that I was not clear enough in that first post, hence my question.

    The problem is that you are asking for a more realistic mechanism, and being irrevocably destroyed is the most realistic mechansim, sarcasm or not.

    Limp away damaged? Why would the enemy not finish you off, especially if facing Borg?

    Wait for a rescue ship? How long a wait? Why would the enemy not finish you off while you wait? Why would they ignore the rescue ship and conversely, why was the rescue ship not helping in the battle? Where did it come from? And how would a rescue ship entirely rebuild your ship in time for anything?

    If the current mechansim bothers you, write it off to time loops. Its not like they never happened over the course of the various series.
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  • supaflahsupaflah Member Posts: 7 Arc User
    edited August 2012
    It's a game, get over it.
  • kimmerakimmera Member Posts: 0 Arc User
    edited August 2012
    sophlogimo wrote: »
    Now I am puzzled. I did not mention "realism" anywhere? What makes you think I did?

    It is about immersion (the ability to feel like you were actually commanding that starship), not realism. Having the option to have the seemingly dead ship lie crippled somewhere, made fit again with some help from outside, will allow you to maintain the illusion that you were, yes, defeated, but your are going to stand up again and strike back later. Of course it is by no means "realistic" that just player ships don't necessarily explode. It is not meant to be. But as we respawn anyway, why not admit openly that we, in fact, cannot be really killed in this game, and play with it by adding the "call for help" option that ground combat always had to space combat?

    But why does that illusion work for you unless it feels more realistic to you?

    And why would borg leave a ship 'seemingly dead?'

    "Call for help" doesn't work if your entire away team is down. It doesn't magically summon a rescue team out of nowhere and it doesn't make your away team invulnerable long enough to recover you.
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  • hyplhypl Member Posts: 3,719 Arc User
    edited August 2012
    I think the simple reason is that explosions are cool. :P Another reason could be that the developers wanted warp core explosions to play a minor role in combat. Or it could be that in intense combat situations, ships are usually destroyed, even if it wasn't intentional.

    The developers probably looked at all the Dominion battle scenes in DS9 and based combat in the game mostly on that.
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