Life, Death, and Life Again Beyond 4.3.1

Life, Death, and Life Again Beyond 4.3.1

I’m a big believer that med work in the ‘verse isn’t a side hustle—it’s woven into everything. Like mining or salvage, medical gameplay lives on top of core systems: Actor Status, scanning, FPS traversal, beacons, and more. When those shift, we feel it. Server Meshing earlier this year is a perfect example: it changed the landscape and left rescue beacons lagging behind the new reality of multiple star systems and 600 players. Alpha 4.3.1 brings welcome fixes to beds and restores some beacon functionality, but today I’m looking ahead—beyond 4.3.1—at how regeneration and first response evolve from here.

This isn’t the full “Death of a Spaceman” yet—think of it as a flight plan preview. As always, CIG reserves the right to adapt based on feedback, playtests, balance, and the goal of making the game better overall. With that in mind, here’s what’s in development.


We spend most of our time trying not to die—but when the worst happens, smart options for getting back into the fight matter. The following additions to medical beds are currently in development:

  • Ability to imprint on multiple medical beds at once.
  • Ability to choose which imprinted bed you regenerate at.
  • New conditions that may limit regeneration (e.g., cooldowns or regeneration limits before you must re-register an imprint).

Multiple Imprints at Once

Instead of a single imprint, I’ll be able to set up several across the ‘verse. If I’m incapacitated without help nearby, I’ll pick where to regenerate next based on the situation. These choices fall into four categories:

Category Description
Landing Zone The last landing zone hospital bed you imprinted on.
Ship/Vehicle The last vehicle you imprinted on.
Home Base The last medical bed you imprinted on at a base you or your org own.
Temporary A bed that doesn’t fit the above (e.g., a POI like Storm Breaker).

MedBed Conditions

Alpha 4.3.1 introduced the MedGel requirement—beds must be stocked to heal or regenerate. Going forward, beds you encounter (yours, a friend’s, or “found in the wild”) may have additional, specific conditions—sometimes combined—based on content or player actions:

Condition Description
Manual MedGel Panacea MedGel is a resource you add to the bed for it to function. Added in Alpha 4.3.1.
Auto MedGel Bed requires MedGel but restocks automatically at a set rate. Manual restock is disabled.
Temporary Imprint Your imprint lasts for X time. After imprinting, a cooldown of Y time starts before you can imprint there again.
Regeneration Timer You may only regenerate at this location once every X timeframe. Timer is per-player.
Delete Imprint Bed owner can remove anyone’s imprint from the bed.
Enabled by Event Bed only becomes functional when a specific event occurs or you perform a specific action.
Disabled by Event Event or action disables the bed. Imprint remains; you cannot heal/respawn while disabled.
Disabled by Distortion Distortion damage has disabled the bed. Imprint remains; you cannot heal/respawn while disabled.
Disabled by Soft Death Vehicle soft-death state has disabled the bed. Imprint remains; you cannot heal/respawn while disabled.
Invalidated by Distance Travel more than X distance from the bed and you may lose imprint status there.
System UEC Fees Location sets a UEC fee to heal or regenerate.
Player-Defined UEC Fees Player-owner sets a UEC fee to heal or regenerate. Must be in a player-owned area to function. A system tax of X% applies.
Permission Editable Owner controls who can use the bed. Must be in a player-owned area to function.
Destructible If the bed is destroyed, imprints are lost.

Medbed Permissions

If the bed is inside your ship, vehicle, or base, you can set who may heal or imprint—independently:

  • Only You (overrules all other options)
  • Everyone (overrules the options below)
  • Friends
  • Party Members
  • Org Members

Changes to the Regeneration Interface

With multiple imprint locations and bed states to consider, a new interface is in development to make incapacitation decisions faster and clearer:

Element Description
[1] Game Chat Chat remains accessible while incapacitated.
[2] Incapacitated Info Moves away from bottom of the screen to make room for the regeneration bar.
[3] Regeneration Options Hold for X seconds to activate. From left to right: Landing Zone, Primary Vehicle, Home Base, Temporary, and Rescue Beacon.
[4] Invalid Location Shows an error with context when a location can’t be used to regenerate.
[5] Regeneration Conditions Displays any bed-specific conditions currently affecting regeneration.
[6] Deploy Beacon Starts the flow for deploying a Rescue Beacon.
[7] Minimize Hide the Regeneration Bar to keep eyes on the scene if a teammate is en route to revive you.

Rescue Beacons

Since Alpha 4.0, Rescue Beacons have been running into legacy constraints that need a modern refit:

  • With 600 people per shard, the notification system became unmanageable and needs refactoring.
  • Multiple star systems require better markers, including intermediate destinations (like a nearby jump point).
  • With both factors, we need improved discovery and sorting tools.
  • UI improvements are planned—e.g., letting first responders see a player’s recent beacon history to help detect ambush risk.

No dates or estimates yet—but these fixes are intended on the road to 1.0.

A Note to the First Responders

Plenty of careers pay in credits, loot, or bragging rights. First response pays in something different: the health of the whole ‘verse. If you spend your time helping strangers out of bad spots, know that you’re seen—and that the team is building more support for you.

It starts with the med-bed evolutions above and continues with a rebuilt Rescue Beacon system. There’s more to do on the way to Death of a Spaceman and 1.0, and details will land as releases approach. In the meantime, thanks for making the universe better, one revival at a time.

Source: RSI Comm-Link

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