What is coming
Everything above keeps evolving. CIG published a design brief covering what is in development for after 4.3.1: imprinting on several beds at once, choosing where to regenerate, and living with conditions that limit healing and respawning.
Multiple imprints at once
The first change lets you hold imprints at several locations at the same time, turning death into a tactical choice. Destinations fall into four categories:
| Category | Description |
| Landing Zone | The last landing zone bed you imprinted on. |
| Ship / Vehicle | The last ship or vehicle you imprinted on. |
| Home Base | The last bed you imprinted on at a base you or your org own. |
| Temporary | A bed that fits none of the categories above — a POI like Storm Breaker, for example. |
MedBed conditions
In 4.3.1 requiring MedGel became the first condition for healing and regenerating. The plan is to expand that: conditions are not global, they are states enabled by content or by the bed's owner. A single bed may carry several at once.
| Condition | Description |
| Manual MedGel | The bed needs Panacea MedGel restocked by hand to work. That is today's behaviour. |
| Auto MedGel | The bed consumes MedGel but restocks itself. Nobody has to top it up. |
| Temporary imprint | The imprint lasts X time, then enters a cooldown before it can be set again. |
| Regeneration timer | You can only regenerate there once every X. The timer is per person. |
| Disabled by distortion | Distortion damage shuts the bed down. The imprint is not lost: you just cannot heal or respawn there. |
| Disabled by soft death | The bed goes offline when the ship suffers a soft death. The imprint stays on record. |
| Invalidated by distance | If you die more than X meters from the bed the imprint remains — it just does not serve that death. |
| Destructible | The bed can be destroyed, and the imprints stored on it are lost with it. |
MedBed permissions
If the bed sits inside your ship, vehicle or base, you set who may use it to heal and imprint:
- Only you
- Everyone
- Friends
- Party members
- Org members
How the game decides
The two flows CIG published in the design brief, rebuilt here in HTML.
Healing health and injuries
Player is injured, goes to medbed.
Does the medbed have conditions?
Yes
Does the player and/or medbed meet the conditions?
No
Do not heal the player.
No
Yes
Heal the player.
Injuries that are healed are relative to the medbed's tier.
Regenerate
Player is incapacitated or dead.
Regeneration UI is shown and prompts them to pick a location.
Is the location valid, based on conditions?
Yes
Transition to loading screen and regenerate.
No
Pick another location.
Cannot regenerate there.
New regeneration interface
To handle multiple imprints and conditions, the death screen becomes a destination picker: every valid imprint shows up as an option, side by side.
Select a regeneration location
[Hospital name][Location name]
Image of location
Regenerate
[Vehicle name][Location name]
Image of location
Regenerate
[Base name][Location name]
Image of location
Error: medbed has been destroyed!
Unavailable
[Temporary][Location name]
Image of location
Imprint cooldown: 2d 4h 8m
MedGel respawn cost: 10/40
Regenerate
Medical rescue[Beacon description]
Image of location
Deploy
What each part shows
- Regeneration options
- Hold for a few seconds to activate. From left to right: landing zone, primary vehicle, home base, temporary and rescue beacon.
- Invalid location
- If the location is not valid for regeneration, an error explains why that bed is out.
- Regeneration conditions
- Displays the conditions that bed carries, such as imprint cooldown and MedGel cost.
- Deploy beacon
- Starts the flow for deploying a Rescue Beacon straight from the screen.
Rescue beacons
Since Alpha 4.0 the beacon system has been carrying legacy design pieces still waiting for an update. With 600 players per shard the notification system became unmanageable and needs refactoring. Markers also need to support intermediate destinations, such as a nearby jump point.
CIG also wants to give first responders a way to see the last beacons a player has sent — a good gauge for the likelihood of an ambush. No dates yet, but it is on the radar.