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Revival station


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I dont know about you, but my personal playstyle is that whenever one of my dupes dies, then i'll try to travel back in time (*cough*save/load*cough*) and try my best to save his life. In todays stream i learned that even one of the devs plays this way.

 

I always consider it a bit cheating to load a game due to a death, because it is an out-of-the-box method. But i just cant bring myself to letting any of my dupes die. As a consequence i have rarely any tombstones in my base. So i am actually missing out on a part of the game.

 

My suggestion would be to add a lategame device that allows you to bring back any duplicant that died during the game. It would at the very end of the timeline of a game, but it would allow you to bring your deseased dupes back to existence at a later point, potentially encouraging players with my mindset to accept the "loss" for the time being.

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1 hour ago, blash365 said:

I always consider it a bit cheating to load a game due to a death, because it is an out-of-the-box method

Considering some of the really stupid ways our dupes get themselves killed I wouldn't feel too bad about save scumming.  If they starve to death or succumb to slime lung then they died because I did something wrong, and I'll own that.  If they die because they suffocate while shuffling back and forth instead of running to the breathable oxygen right around the corner then or because they somehow entombed their own head in a tile then that's an automatic reload for me.

To the topic at hand, perhaps instead of reviving the dead we could have a surgery table (a specialist building for doctors when they're added) and a short window to revive a dupe from death's door?  This makes gives players a bit of a safety net without rendering death a temporary setback for our dupes.

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17 hours ago, goboking said:

To the topic at hand, perhaps instead of reviving the dead we could have a surgery table (a specialist building for doctors when they're added) and a short window to revive a dupe from death's door?  This makes gives players a bit of a safety net without rendering death a temporary setback for our dupes.

I like your suggestion but considering how looooooooong some of the things i try to do in my base take, i dont think that a short-term-reaction to death is a realistic approach in big bases.

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People loose Dupes?  I haven't had that happen since my 2nd game.  But seriously I think making death less meaningful is a bad idea.  Though I do agree that starvation might be excessively quick, their should perhaps be a period in which a 0kcal Dupe losses skills (Strength?) as they waste away become highly stressed, move slow, can't heal and slowly loose HP, rather then the current 'Drop like I had a heart attack'.

Also a Dupe that runs out of oxygen should collapse and begin losing HP, but can be picked up and brought back to a med bed by another Dupe if they are not down to zero HP yet.  So accidental suffocations are not quite as easy as they are now.

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The moment a Dupe dies (and not to something stupid like digging his floor away and being stuck) I quit the game.

Not because I rage-quit but dying dupes means I did something horribly wrong in my base or something bugged.

I had long term starvations because my cook refused to cook (but gofers did), Dupes dying to sickness because they were stuck in a loop of heavy breathing, waiting for treatment and trying to get food. Or malfunctioning outhouses (prority as always but waiting for delivery) caused mass defecating causing sickness and high stress.

These above don't happen on a regular base.

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