The four ways back into the game
Random location, sector, shelter and squad – each with price, initial wait, cooldown and surcharges.
What does this setting do?
After dying, a player chooses how to return. There are four routes, plus suicide as a fifth row – and each of them has the same five dials. That is what the table on this page shows.
The price is the most obvious value but not the most important. Note that the currencies differ: random location and sector cost ordinary money, shelter and squad cost gold, recognisable by the appended g. Gold is the scarce currency on most servers, so “1g” and “250” are in no way comparable.
“First available after” is the wait in seconds before a route can be selected at all. It stops people jumping straight back after dying. The random location ships at 0 – always immediately available, the emergency exit that is never barred.
The cooldown is the pause before the same route can be used again. It is the real lever against returning mid-fight.
The cooldown growth is the most commonly misunderstood value. It makes the cooldown grow with each use instead of staying the same. At 3.0 the second use is locked three times as long as the first. This is the mechanic that makes dying often expensive without punishing the first time – and it works far more finely than a high price. For the random location it ships at 0, so that exit never grows shut.
The surcharge per squad mate raises the price for every member currently logged in. It ships at 0 everywhere. Using it makes dying more expensive for large groups than for solo players – a counterweight to the fact that groups find their way back more easily anyway.
One piece of advice on the whole picture: these values only work together. A high price with a short cooldown does not slow down people with money. A long cooldown with a low price hits everybody equally. The most effective approach is usually a moderate price with a noticeable cooldown growth.
All values at a glance
| Way back | Price | First available after | Cooldown | Cooldown growth | Surcharge per squad mate |
|---|---|---|---|---|---|
| On a squad mate | 3g | 60 | 60 | 2 | — |
| Random location | 250 | 0 | 0 | 0 | 0 |
| Sector | 1000 | 60 | 240 | 3 | 0 |
| Shelter | 1g | 60 | 240 | 3 | 0 |
| Suicide | — | 0 | 60 | 1.25 | — |
Which value suits my server?
Lower the prices, keep cooldowns short. Getting back should not be a punishment.
Defaults, but keep the shelter cooldown growth at 3.0 – otherwise the base becomes a resupply depot.
Higher prices, longer cooldowns, surcharge per squad mate at 0.5. Every death counts.
What to watch out for
An appended g means gold. Drop it while editing and you cut the price many times over without noticing.
It keeps the first death cheap and makes every further one dearer. More effective than a high price, which hits solo players harder than wealthy squads.
Initial waits and cooldowns are seconds, not minutes. 240 means four minutes.
It ships with no wait and no growth. If you make it expensive, make sure at least one other route stays open.