Bottom post of the previous page:
Sure let me expand for you this point a bit:Point: Death should be a meaningful experience
Death has to be a serious event for players, because it leads to an increased sense of tension and criticality in decision making, which makes you feel more involved in the game and should hopefully make you feel more tense in dangerous situations.
Yes, I recognise that there are issues with people dying and having to leave the round for very long periods of time, so we do want to temper this point with options to get back in the round. However, I am of the strong belief that's it better to do this with ghost roles or significant gameplay changes like borging/becoming a pod person. These have significant ongoing gameplay impacts for you that make the death still meaningful, while allowing you to engage in the round again. I'm not convinced that simply losing gear, or your equipment on you is enough of a change to make death a meaningful experience, which was why I was unhappy with the prescanner and autoclone system in it's current form.
In general I believe that the formalisation of cloning from random bug to full game mechanic many eons ago started a bit of a trend towards a trivilisation of death that I would like to reverse in order to increase engagement with your character and their general health and wellbeing.
I'm not sure we're at the stage where a full removal of cloning would be acceptable so in the meantime I'm acting to mollify the worst of the issues by removing it's safety net factor by making it apply only after you're dead and only if your body is available.