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I like the resurrect-your-buddy idea.
You'd still have problems: What when both players die at the same time? That's not uncommon.
What when all but one player leave the game?
You'd still have problems: What when both players die at the same time? That's not uncommon. What when all but one player leave the game? What about the levels that have no QBRM?
Well, this whole thing isn't necessarily about eliminating quicksaving altogether (although I do agree with you, Join usss!, quickload spamming is dull!). At the end of the day I would leave this up to each player's self-discipline and personal preference.
As for any "post-Von Braun" levels: Join usss!'s idea with save points is great, although I don't think this can be easily (if at all) implemented as a game mechanic.
I would have to disagree that this game should be considered "strictly" singleplayer - it's just that the multiplayer mode is underdeveloped (can't blame the developers, it's nice to just have it as a bonus to begin with). The simple player spawn system encourages players to act carelessly. With some changes multiplayer mode can become very immersive and quite exciting/intense
In a game like System Shock 2 you should consider every step you take, at the very least on hardest difficulty.
For our current coop session I just save every now and then, each time at bulk heads, or after a particular event in the story, thus essentially simulating a "check point" mechanic. I do feel a little silly, yes, but it is quite effective in creating immersion.