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DEATH in the world of ProjectGenom – how does it work?

Vesta

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#1
DEATH in the world of ProjectGenom – how does it work?

Many of you may be wondering how we are going to explain the death of a character in the game. To be more precise, a character’s return to life after dying. This is exactly what we’re going to talk about right now.

Death in ProjectGenom is basically the process of teleportation, a transporting beam. An implant creates a powerful impulse that destroys its owner but remembers the structure, every single impulse, and transfers it via a beam to a printer at the station, which creates an exact copy. Teleporting is impossible for living creatures. Any experiments with transporting consciousness have ended up with a printer creating a being with no cognitive functions.

However, non-living matter could be successfully teleported. And here we come across an interesting phenomenon: consciousness can be teleported if a person is unconscious, asleep. It is the so-called Farman Effect (named after the inventor of the implant and the founder of the Genom project on Anthropos). This effect manifests itself as a series of noises and activity spikes in an implant’s network that appear only some time after it was put in place. According to the traditional theory, it’s just raw, unshaped thoughts, glimpses of consciousness, memory, etc. Something like a dream. Some people romantically call it “soul.”

Once an unconscious being with an implant is “printed,” after a while one can witness the Farman Effect in action – there are impulses that gradually lead to the being getting back its mind, senses, memory, etc.

P.S. On the image you can see the first version (a prototype) of the “printer,” which has been subsequently modified. The modified version can be seen in the game itself.
 

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Nevyn

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Jul 12, 2015
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#3
So what kind of time delays/penalties etc are going to be attached to death?
Is equipment going to be fully destructible ala EVE, with some surviving on the battlefield for looting and you need to replace it all?
(Possibly with having some kind of basic equipment licence so you always have 'some' gear, and as you progress said licence improves a bit, but still you want proper gear rather than the 'basic outfit' you get back free).
Is it going to damage the items a bit, ala gold sink but not item sink. So items on a character build up over time.
Is it going to set you back any xp?
Is it going to give you a death penalty that requires time to get over.

Of all of these, I prefer the item destruction myself, as it stops one person in ubber gear simply dominating, since kill them once and they have to go back to normal gear, and it keeps crafting much more relevant in the game, as well as logistics for groups being very important.
 

Vesta

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#4
For now we can not say specifically regarding death penalty in PvP and PvE.
Because data of mechanics are still being finalized and there may be some changes. We can only say about the PvE - dying character loses part of the experience, as well as the strength of the equipment will be greatly damaged.
Perhaps there will be other penalties, but we will talk about later.
 
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Jul 7, 2015
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#6
Interesting way of handling death mechanics, looks pretty cool.
I imagine you all are slaving away getting the game ready for early access, looking forward to landing on planet and giving it a go :)
 
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