I decided i would show all the people saying why a death penalty isn't needed exactly why one is in a funny way because the arguements are just getting tiresome...
Lets run through a scenario:
so you have just been in a tense battle, your hull is on 10%, sheilds gone all round and you can see you have one more fleet to fight in the distance and you currently have one enemy left in this one, you prevail and win but now have the other fleet to fight so you have a choice, get blown up and respawn at the nearest respawn point or wait until your ship heals...
well lets see how long the latter takes...
well using two sheilds boosts it takes roughly two minutes...
so lets see, you are better of dying and respwaning and not using any sheild buff than you are waiting and that why is a death penalty is needed, otherwise everyone will just ZERG as the its quicker to respawn then actually try to stay alive...
**** Proposed Fix ****
If you die and respawn then the NPC should also respawn so everything is reset as new... This doesn't ruin the flow of the game forcing you to go to another station to get crew (which is also currently pointless, well done Cryptic) and promotes you to stay alive if your down to on or two ships as you dont want to restart on them again, the respawn will be based on the respwn points you unlock as you go along... It also means you get as many trys as you like before you decide you need help or move on to missions until you level up enough to do it...
If in a group situation then you would be dead until either your friends die an you all respawn or they prevail and then you respawn and continue with them...
Ok trying to figure out why that proves anything and here is why:
1. The videos cannot be confirmed when they were made, there were many changes througout the Closed and open beta, I can tell it was at lest open beta that much I am certain of.
2. These are done at LT level (1-10) which in STO like most MMO are learning levels and it tends to be pretty easy with the content.
3. Your first video you don't die, I mean your proving a DP is needed but you did not die you ran and repaired, so far no one has argued against being able to do that. I am not sure what it proves, except if you keep your distance you can move out of the fight reapir and return, umm thanks.
4. again with the other proof video the crew bar does not change, that was in only in closed and very early on in open.
5. First video there was a level difference, I can't tell what it is you were too far away and in the second you made sure you almost could not see the enemies firing at you, so I question that you are trying to decieve in some way.
6. OMG you figured out my careful deception the timer started at 14 seconds, OMG its the end of the world.
7. not sure you notice but if you die and respawn the ships left regenerate to full, NOW you can make an argument for the entire group to respawn as it stands now if you take out a ship its gone, if you were up against 3 BOPs and took one out blew up, the two left are regened but its only two, I would be fine that ALL three respawn to full which you present, and I don't really consider respawning the group that beat you as a penalty as much as you failed the encounter try again, yes it can be considered but resetting a single encounter is not unreasonable and makes sense and I'd prefer it over any penalty proposed.
So I agree with your idea of what needs to be done but the proof is a tad flawed.
it looks like you were in combat for much of that two minutes.
also you were just a couple hits from dying.
in a normal fight instead of an artificial scenario in which you made yourself be pushed down to near death by a single ship, you would either die quickly or be in decent shape at the end of the fight and regen quickly out of combat.
this fails as a proof in that the videos show artificial scenarios that were created to prove your hypothesis, and that it proves that in combat repair/shield regen is slow if you are at zero shields in all quarters.
Here is my take on death penalty in STO....STO does not need one in my opinion.
Reasons why not:
1. There already is a DP, its called lost time. I tried soloing a ground mission, in one of the exploration missions. I died between 8 - 10 times, and the episode (just that 1/3 of it) took me close to 40 minutes. If there were any other death penalty tacked on, Hmmm I just think that would have been too frustrating to be honest.
2. The other death penalty, when in a fleet, is that feeling you get when you are not contributing. "Gee guys, sorry I got toasted there, be right back after respawn.....What, the USS So-and-So died too! Damn, I was supposed to have his back."
Bottom line, I hate dieing and letting my buddies down. I want to be in the fight from start to finish, I don't need a game mechanic to feel a death penalty.
In my opinion, Cryptic should keep it the way it is.
I think what we can say is if your fighting three ships and you die, you need to fight those three ships again, that would solve the zerg issue till they figure out something annoying to replace it, rather then a DP like what was "Discussed" but never implemented that wouldn't work.
It doesn't solve the whining about fleet actions but all the ones I have been in no one zergered or used the ramming bug so I am not sold on how common it is, but it does solve the whining about zerging missions.