Jump to content
Zion Orion

Death, beneficiaries, and second accounts.

Recommended Posts

space-dead-body

So was having a discussion about the perma-death feature of the game and how our beneficiaries will become our new character. I had then mentioned about being able to have a second account and make that character into an NPC that can be used as a crew member and that you could also make that second account/character your beneficiary. So it hit me then that if I die with one account i'll still always have a "new" character but that account will stay alive infinitely. If I name my second account the beneficiary then when he dies his beneficiary will carry on infinitely. BUT I will have gone from two accounts/characters to only having one. So if we are running multiple packages to have extras for crew then we need to make sure not to name our own characters as beneficiary or we will effectively lose that account upon death and will be merged into our second, leaving only one.

Thoughts? What am I missing here? I had planned on just keeping it all within the "family" so to speak and pass belongings to the next crew member (my npc second account).

 

Edited by Zion Orion
Wrong upload

Share this post


Link to post
Share on other sites

You can name one of your own account's characters as beneficiary, not a different account. Also, if you make a character into an NPC, you won't have control over its bank account and stuff. You will just be able to hire the NPC and see your former character alive in the verse. 

You will be able to have many different characters on one account, so if you do it right, you can still chain link the beneficiaries and strategize a bit with the way you play characters. 
For example, I am going to have one main character that I take into the verse, mainly for trading and exploration purposes, a few secondary characters to act as crew members on people's ships, and at least one behind the scenes character that runs my businesses, nodes, and passive income, without venturing into the verse. 

Share this post


Link to post
Share on other sites

I believe the OP is confusing a person's RSI account with the number of game packages attributed to an RSI account. The majority of Star Citizen backers have one RSI account and one game package. You can't launch Star Citizen without an RSI account and you can't play the game without a game package.

At the moment, you only have one character regardless of how many game packages on your account. At some point, CIG will introduce "character slots" to RSI accounts and players will be given one character slot for each game package they own. Players can choose to make their characters independent of each other, or make one a "Primary Character" and assign the other characters to the PC as NPCs, and have them serve as crew, squadmates, sidekicks, etc.

All characters must have a beneficiary chosen by the player so that in the (inevitable) event the player's character dies, the beneficiary will inherit that character's belongings and the player will continue on playing as that new character.

If the player has multiple game packages and therefore multiple character slots, and chooses to name one of their secondary characters as the beneficiary of their PC, if and when the PC dies, their belongings will be inherited by the secondary character, who becomes the new PC.

The character slot formerly belonging to the deceased PC will be vacated and the player can create a new character to fill that slot. They don't ever lose a character slot. There will always be a character that can inherit the PC's belongings. Even if you had 4 characters, 1 PC and 3 NPCs, all serving aboard your Constellation, and you accidentally quantum jumped into a star and your ship was destroyed and everyone died -- perma-died. Even if you had a daisy chain of beneficiaries: your Primary Character's beneficiary was Character 2, C2's beneficiary was C3, C3's was C4, C4's was the PC, and they ALL died at once... the game would still allow the player to name a new beneficiary to inherit the PC's belongings and the player could fill all 4 character slots with new characters.

I don't know of any scenario wherein it's possible for a player's character to die and they can't continue the game. The only scenario I can think of is maybe CIG permanently bans a player, in which case they'd probably lock their RSI account.

Share this post


Link to post
Share on other sites

@reavern good description and bang on... Also include that if u choose to log out u can then log back in and take over "agent smith" one of your other character slots and play that character as your primary.
The only thing i dont think u can do is log into your acct on multiple PCs and play multiple character slots from the same account.
You can however play multiple accts on multiple PCs at the same time...if u r so inclined

AstroJak

Share this post


Link to post
Share on other sites
On 2/19/2017 at 1:22 AM, AstroJak said:

@reavern good description and bang on... Also include that if u choose to log out u can then log back in and take over "agent smith" one of your other character slots and play that character as your primary.
The only thing i dont think u can do is log into your acct on multiple PCs and play multiple character slots from the same account.
You can however play multiple accts on multiple PCs at the same time...if u r so inclined

AstroJak
 

I did not realize we would be able to switch between characters like that, I thought and secondary slots were only going to be AI controlled NPCs.

Share this post


Link to post
Share on other sites

U wont be able to hotswop characters but will have to log out and back in. As Chris mentioned once its like u can play Jim Kirk one day and Spoke the next.
Keep in mind that if u have a characters with high skills u dont want to take them over because u as a player wont get the benefits of those skill levels.

AstroJak

Share this post


Link to post
Share on other sites

Exactly... if a player has several alt accounts there is no reasonable way CIG would be able to tell who really owns what. So for instance you could load your hauler up with goods, insure it  and send it off on its way. then log onto your other acct and rob yourself. collect the insurance and then sell the goods on the black market. Do it too often and your likely to get nabbed or find no one will insure you but totally do-able.

AJ

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By FoxChard
      My ill-conceived question for my singular new topic of the year is this-
      What happens when you die? 
      I'll add a few more caveats. We know that sometimes you'll die and wake back up. The whole death of the spaceman, cat has 9 lives thing. But what happens when your character really dies? Yes, I know they've said you'll pass your stuff on to an heir. I'm more interested in the immediate circumstance surrounding the death. 
      If you're lucky you'll go through a high adrenaline sequence where you're racing your own doom-explosions and debris hurling themselves down corridors, or being stuck in ruined fighter in the middle of enemy territory. If you're unlucky you'll probably just be nailed by a sniper who won't think twice. So now you're dead. There are an infinite number of scenarios that brought you to this point and it all adds up that you've run your race and your time is done.
      What we've got now is the semi-cinematic camera shots of your dead corpse in AC, and thats really about it.
      What I'd like to see and enjoy is this-upon your death (your final one and all of the others that led up to it) you have a moment of suspense induced by the game. Maybe it does the AC-style cinematic camera, maybe they have a sad song scored by Pedro Camacho begin to play. The key difference of course is that after the first few measures of the song, you wake up in a hospital or you don't. Instead you just kind of hover there for a bit allowing you to relish the great musical score and the weight of your (likely) poor decisions that lead you to this point. After this you'd probably just funnel into the character creation process, but just for those few moments I want the game to drag out your death.
      Ah who am I kidding, they'll just do something trolly like this: 
       
    • By Ragnaas
      An interesting video. I was one of those folks that only recently discovered what they were planning to do with the death mechanic in SC. I really like where they are going with this idea and can't wait to see how it works out.
      I feel the death mechanic in 98% of video games is old and tired. I am hoping to see some great innovation that only SC can bring.
       
       
    • By T3rran
      So, something that Chris Roberts seemed very keen on his game was that the video game story wasn't about the video game, and playing through a linear fashion, but rather as a person in the universe. Wing Commander 1 had good and bad ends, based on your preformance. That being said, whereas games mostly carry losing the mission as "death" and repeating the mission, Chris gave you the option to continue, despite failure, because the story was your story, not his. Yes, you followed a track of missions he planned, but just because you failed one doesn't mean you need to repeat it. The game ended in 3 ways: Victory, Retreat, or your characters demise. So, in your alls opinion, what do you think the Price of Death will be in this game? Will death write your character down as KIA? Will it have severe consequences? How about ejecting if it's put in? I may have lost the fight, but I lived to continue. What about this penalty? Should ejection be rewarded over death? Just wanna see everyone elses thoughts on this.
    • By Bearcat
      How Star Citizen will handle death and ship loss is still somewhat undecided, but the general consensus is that your character can never actually die, and that the pledge ships will always come back for free (minus components). But how often should ship loss occur? And how long should it take to get back to where you were? In Privateer you often ended up destroying 2-3 enemies as soon as you arrived at a nav point, like they weren't even there. Going against human players, the game will not likely be set-up to let kills happen that frequently. This is probably necessary, but it makes the game a lot more boring. You will show up for a fight, and if you're too strong for the enemy they will just run. If they stay to fight and you start to win then the game might just let them run still. If SC really places a premium on ship survival then it might even set up shields and armor to be very strong while weapons are relatively weak. Actually accomplishing anything in a massively multiplayer combat environment is going to be tedious...maybe. Another issue is transit times. Where does the game reset you? Your home system? The nearest base? Is your ship ready to fly already? One alternative would be that you don't even have set characters, you just pick existing pilots to fly as out of the established universe, they ARE mortal, and if they die you go play as someone else. That preserves willing suspension of disbelief, removes the need to nerf any of the combat, and lets transit times be optional. However they accomplish it, what are your preferences for gameplay? The poll gives arbitrary times for examples.
×