Good day @ZacPreece_CIG, From my time on the 3.24.2 EVO build, I've noticed on several occasions NPCs will "finish off" my incapacitated self, forcing a regen/trip back to the site of my death to reacquire my gear. This has happened a few times in past versions of the game, and I'm aware its not intended behaviour... But could it be??? If the goal of SC on foot combat is a dynamic, challenging experience, would giving certain factions the ability to snuff out the player's lights after incapping them not add to the tension and risk/reward factor of engaging in potentially lethal encounters? For example, Nine Tails goons would not leave an aggressor still breathing, lying on a cold bunker floor with the ability to broadcast a "help me" beacon to all persons within comms range, while they carry out their nefarious purposes. Security personnel, on the other hand, could perhaps "arrest" a incapacitated attacker, ending up with a respawn/teleport (or any future potential physical arrest and transport) to prison. Most players tend to backspace and respawn as a first choice anyways, as the current medical beacon system can have significant lag time between another person accepting it, gearing up, making the trip, surviving the turrets (if any) and remaining hostile NPCs to revive the downed player. My argument is making it a mechanic for NPCs to attempt to fully kill a downed player would encourage us to tackle FPS scenarios in teams, rather than attempting to solo missions that arguably shouldn't be attempted by a lone gunman, making more room for medical gameplay opportunities in the moment, rather than flying halfway across a system to scoop someone off the floor. Thoughts? And thanks