Yes, I would like to note that I was saying that the lack of serious inRP consequences for PvP death is not something I am advocating for people to lean into. In fact, I avoid destructive PvP death on my primary RP characters for precisely the reason that they can't afford to lose their ships, and justifying their destruction inRP would be very difficult. So, I RP them as though the destruction of their ship would be its actual destruction and endgame.
With that being said, however, the enforced consequences are minimal. You are largely free to determine the extent of the RP damage dealt to you by a PvP death--and that can be practically nothing if you're RPing someone like a military pilot. Perhaps you have a reason for it (the equipment is expendable, they jettisoned and got picked up by search and rescue, etc etc), but it rarely has a long term effect on who they are as people in practice.
I am absolutely not saying that people should say that their characters aren't affected at all by PvP death. My point is purely about the Rules As Written, and the idea of the metagame concept of a PvP death, as distinct from the RP concept of ship destruction. PvP death is largely an abstraction in many ways, because there's no way at all that you could possibly keep that number of ships destructions realistic without enforcing permanent character death, which is detrimental to RP and motivation.
So, as it stands, PvP death is typically merely a setback for any character.
With that out of the way, figuring out how a character gets back into the fray isn't really the most important part of the two hour rule, and while I understand that immersion is important, I don't think that this is the point that's make or break when it comes to that. You can typically figure out a justification for why a character is able to hop back in the cockpit again.
They get tugged back to station and repaired. Jettisoned and rescued and jump into a secondary ship. The only thing that complicates this is caps, but as people were mentioning earlier, it might be worthwhile to have caps on a longer timer while snubs are on a shorter timer.
I would also like to apologize for being terse earlier. I'm low on my antidepressants and the withdrawal gives me terrible mood swings and makes me break down very easily. I know that people are concerned about the community being detrimentally affected by a change to this rule, and I don't want to give the impression that I don't care. I just also think that the rule as it stands now is more of a hindrance than a benefit.
(11-07-2018, 11:44 PM)Kazinsal Wrote: I'd be interested in bringing it down to 1h across the board and 30m in all systems that should logically be considered contested zones.
People are being silly if they think there's RP consequences for pvp death. If you as an individual decide to levy your character with injuries, financial unease or even death after pvp the, that's just you. Generally speaking, the consequences are oorp and are only to stop people going back after their killers upon immediate respawn. Its a gameplay thing.
Therefore, this whole debate shohld be seen from a gameplay perspective. Locking people out not a game after death (and in the current server environment where that encounter may be one of the only encounters they have all day) for two while hours is not good gameplay.
Also yes we might have lots of other systems but being realistic only 5% of those are worthwhile hotspots to seek frequent and consistent interaction.
This thread has inspired me to write a story how my character ponders over escape pods' 100% success rate as they drift across the empty void of space (for approximately 2h) in an escape pod. Please stay tuned.
(11-08-2018, 06:28 PM)Backo Wrote: This thread has inspired me to write a story how my character ponders over escape pods' 100% success rate as they drift across the empty void of space (for approximately 2h) in an escape pod. Please stay tuned.