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What about making your gear irretrievable if you die inside someone's flag area?
Or severely damaged once retrieved.
People bypass base defenses this way and if happen to die on a trap - no big deal, just respawn and collect the gear back.
No risk for the reward
I also dont like the air spawn, it makes the game really easy and i like the difficult part right when you start and dont have everything for every situation at hand.
But its here and it will stay, might fit the game much better later in conjunction with other features.
Maybe air spawn could be a luxury spawn option you have to buy with additional FP once you can customize spawning by spending FP.
- Air Spawn (Very Expensive, they have to fly your clone from a facility far away and need to have them cycle around the island to be immediatly ready, plus it needs a chute)
- Arrival at a port city via ship or TEC1 cloning facility (Medium Cost, TEC1 and Mechs will be friendly for a short time so you can leave the area unless you pick up a weapon or steal something.)
- Spawn in Faction Outpost (If you are part of a faction or friends and pay a price you spawn in a makeshift cloning facility of one of the islands factions, there is a chance it fails or your clone is flawed)
- Spawn in prison (If you violated TEC1 rules your clone will be imprisoned for a time and you need to make a jailbreak or pay FP to be released. The jail could be its own microcosmos, with its own rules and gameplay)
- Spawn from an Underground Cloning Lab (The TEC1 cloning facility producing large mass of clones. Spawning here is free but they drag your unconscious clone out somewhere on the island and you wake in bad condition)
So no idea whats the plan for the air spawn system but there are many options from simple to rather cool gameplay. I am really looking forward what the devs have planned.
While the parachute does give some ' lore ' to how a convict arrives, it does give many issues.
Dropping in skillfully selected areas..
The ability of others to see your parachute inbound ( what is the difference between spawn camping and running down a new spawn dropping from the sky? )
When we create our character and exit via the strapped in table it seems the airdrop would be viable, if out of our control. Think a pod just slow enough to enable you to not die on impact. But no visual and no control.
<<< My two cents on this one.
A diminishing return in re-spawn timers would also help with raiding if you can manage to kill the picker a few times the raid would slow way down. This adds more value to the traps as well and would force more care in finding them.
And for a new players could be a hard start, for the shortcuts, timing, etc.
Parachuting into enemy bases should stay there, you just need a airplane and a parachute!
Love the idea of spawning inside a prison, but I think that could be hard as the air spawn for new players.
Spawning inside wilderness with the tutorial showing you basic stuff is the best way to start the game for me.