From bbdb42713273f60802923bdc26a410dae6afb671 Mon Sep 17 00:00:00 2001 From: arenaconspiracy Date: Thu, 22 Jan 2026 23:00:08 +0200 Subject: [PATCH 1/9] Initial draft of core design doc --- Docs/core.txt | 70 ++++++++++++++++++++++++++++++++++++++++++++ Docs/departments.txt | 1 + Docs/events.txt | 1 + Docs/threats.txt | 1 + 4 files changed, 73 insertions(+) create mode 100644 Docs/core.txt create mode 100644 Docs/departments.txt create mode 100644 Docs/events.txt create mode 100644 Docs/threats.txt diff --git a/Docs/core.txt b/Docs/core.txt new file mode 100644 index 0000000..e69b435 --- /dev/null +++ b/Docs/core.txt @@ -0,0 +1,70 @@ +========================================= +Drill Station (working title) core design +========================================= +as envisioned by arenaconspiracy +subject to override + + +The concept for Drill Station came from a wish for non antag-driven roundflow, +The core idea is that roundflow is dictated by an autonomous Drill at the center of the station, +with periods of "uptime" and "downtime" corresponding to the Drill being on and off. + +Players are challenged by action and events during "uptime" with increasing difficulty scaling +as the round progresses, and given breathing room and time to roleplay during "downtime". + +Gameplay takes place underground, on a mining station embedded in solid rock. +The station is surrounded by procedurally generated caverns serving as space for hostile +mobs to spawn out of view of players, and assault the station. +Rounds are a survival challenge, the crew of the station should be subject to permadeath, +with rounds having an end-condition of no humanoid crew left standing. +The primary goal of a round, another end-condition, is achieving a set profit quota for the station, +achieved through selling the output of the Drill the station is built around. +There should be a primary "target product" the drill produces, such as Phoron, that has a sell value +far surpassing anything else, with occasional use on station. Other output from the drill should +be sellable, but have primary use in sustaining the station. +Once the shift profit quota has been reached, command may authorize an evacuation pod to drop +down to the station's level, and subsequently take off, ending the round. + +While the Drill is in operation, it causes events that pose hazards to the station crew, +such as structural faults in the Drill itself, structural faults in the station, and attracting +the attention of HTN and ghostrole mobs that antagonize the crew. +The drill must be supplied with HV power mandatory to drive operations, and ventilation gas to +manage it's hazard. If supplied with insufficient power, the drill shuts down. If supplied with +insufficient ventilation, the drill starts venting hazardous gas into the room it's in. + + +******************************* +Drill mechanical specifications +******************************* + +The Drill must alternate between phases of activity and inactivity. +It has a minimum cooldown of 15 minutes between phase change, and automatically switches phase +after 30 minutes. Between the 15 to 30 minute interval Command can choose to start/stop it early. + +Instead of a scheduler gamerule (BasicStationEventScheduler/RampingEventScheduler), +mid-round events are triggered by the Drill during the active phase. + +The Drill is built similarly to an upstream AME, with a Drill Body functionally identical to +AME shielding. The Drill's functionality resides in Components and Ports adjacent to the body. +The Computer Control Component has crew interfaces including a large screen, it provides status +information and serves as the control panel for early start/stop for Command. +Input ports must be placed on corner tiles of the Drill body - +Output ports must be placed on edge tiles of the drill body, with a core tile behind it. +The exceptions are the Computer Control Component, and a unique Universal Power Input, +which are meant to be pre-mapped. +The Drill body, Computer Component, and a set of pre-mapped ports are immutable and indestructible. +Map flavor and challenge (in regards to engineering gameplay) is expressed through the preset +configuradion of the Drill, and it's distance to the destination of it's products. +There are 3 tiers of most Ports. A higher tier means a higher the throughput and resource consumption. +Input ports are comprised of Power and Gas inputs - +Output ports are comprised of Phoron, Gas, Reagent, Ore, and Miscellaneous outputs. + +All ports have a power cost & ventilation demand, except inputs which don't cost their input. + +The drill can be upgraded by Engineers during the round, with an increased challenge in demands +and risk of failure, and a high material cost for new ports, in exchange for an increase in +outputs for resources and profits. + +*********************************************************************************** +It's 22:53 as I'm writing this line and my efficiency at writing is falling rapidly +*********************************************************************************** diff --git a/Docs/departments.txt b/Docs/departments.txt new file mode 100644 index 0000000..295c1bb --- /dev/null +++ b/Docs/departments.txt @@ -0,0 +1 @@ +To be written. diff --git a/Docs/events.txt b/Docs/events.txt new file mode 100644 index 0000000..295c1bb --- /dev/null +++ b/Docs/events.txt @@ -0,0 +1 @@ +To be written. diff --git a/Docs/threats.txt b/Docs/threats.txt new file mode 100644 index 0000000..295c1bb --- /dev/null +++ b/Docs/threats.txt @@ -0,0 +1 @@ +To be written. From 639583776abca05a60611c19026672a9d711b292 Mon Sep 17 00:00:00 2001 From: arenaconspiracy Date: Fri, 23 Jan 2026 15:48:58 +0200 Subject: [PATCH 2/9] Rewrite this drivel entirely --- Docs/core.txt | 120 ++++++++++++++++++++++++++++++++------------------ 1 file changed, 78 insertions(+), 42 deletions(-) diff --git a/Docs/core.txt b/Docs/core.txt index e69b435..555a4ad 100644 --- a/Docs/core.txt +++ b/Docs/core.txt @@ -11,60 +11,96 @@ with periods of "uptime" and "downtime" corresponding to the Drill being on and Players are challenged by action and events during "uptime" with increasing difficulty scaling as the round progresses, and given breathing room and time to roleplay during "downtime". +The intent is to have a cycle between an actively hazardous period, a 'station repairs' period, +and a 'relaxation' period for the crew - cycling between action focus and roleplay focus. Gameplay takes place underground, on a mining station embedded in solid rock. -The station is surrounded by procedurally generated caverns serving as space for hostile -mobs to spawn out of view of players, and assault the station. -Rounds are a survival challenge, the crew of the station should be subject to permadeath, -with rounds having an end-condition of no humanoid crew left standing. -The primary goal of a round, another end-condition, is achieving a set profit quota for the station, -achieved through selling the output of the Drill the station is built around. -There should be a primary "target product" the drill produces, such as Phoron, that has a sell value -far surpassing anything else, with occasional use on station. Other output from the drill should -be sellable, but have primary use in sustaining the station. -Once the shift profit quota has been reached, command may authorize an evacuation pod to drop +The map is a large arena of destructible rock, with an outer layer of indestructible walls, +with the station embedded in the center, surrounded by procedurally generated caverns +serving as an out of view spawn area for hostile mobs. + +Instead of a continuous event scheduler gamerule, events are called by the Drill while in operation. +The intensity and difficulty of hazardous threats ramps up during the round. With a survival +aspect looming over the crew. Subject to permadeath, the elimination of all crew serving as one +possible round end condition. + +The overarching goal of a round is achieving a set profit quota, reaching a population dependent +balance in the station budget, achieved through selling the output of the Drill. + +There is a "target product" the Drill produces (diegetically the reason the station is built) +in the form of Phoron, that has a sell value far surpassing anything else the Drill produces, +with occasional use on station. Other output from the Drill can be sold for less profit, +but is primarily used in sustaining the station. +Once the shift profit quota has been reached, Command may authorize an evacuation pod to drop down to the station's level, and subsequently take off, ending the round. -While the Drill is in operation, it causes events that pose hazards to the station crew, -such as structural faults in the Drill itself, structural faults in the station, and attracting -the attention of HTN and ghostrole mobs that antagonize the crew. -The drill must be supplied with HV power mandatory to drive operations, and ventilation gas to -manage it's hazard. If supplied with insufficient power, the drill shuts down. If supplied with -insufficient ventilation, the drill starts venting hazardous gas into the room it's in. +The gameplay depth comes from managing, modifying, and living around the Drill. It produces +vital resources necessary to sustain the station - but the crew must deal with it's inherent +danger, and adapt to mid-round changes to it's setup and supply routes from the Drill to their +destinations which have fixed locations. + +The station is a closed resource loop, with the exception of requisitions and sales. +Resources and waste products must be managed and recycled onstation, with minimal disposal methods. + +Hazards to the crew include structural faults in the Drill itself, structural faults in the station, +hostile HTN and ghostrole mobs attracted by the Drill, and failures in other station infrastructure +such as power engines or other vital machinery. + +The core gameplay loop does not rely on the presence of antagonists. The base gamemode is Survival, +where the whole crew works together to achieve the goal of Surviving and reaching the profit quota. +Additional gamemodes can introduce antagonists to modify the core gameplay experience, +but it comes as an optional, auxiliary component to the gameplay. ******************************* Drill mechanical specifications ******************************* -The Drill must alternate between phases of activity and inactivity. +The Drill constantly alternates between phases of activity and inactivity. It has a minimum cooldown of 15 minutes between phase change, and automatically switches phase after 30 minutes. Between the 15 to 30 minute interval Command can choose to start/stop it early. -Instead of a scheduler gamerule (BasicStationEventScheduler/RampingEventScheduler), +While the Drill is active, it calls event gamerules that threaten the station and it's structure, mid-round events are triggered by the Drill during the active phase. +The intensity and volume of some gamerules scales up as the round progresses; incentivising +resource management by the crew, and upgrading the Drill to reach the profit quota sooner. + +The Drill functionally can be compared to an AME from upstream, consisting of 2 (kinds of) parts. +A Drill body, similar to AME shielding - and attached modules & ports, similar to AME controllers. +The Drill has many different Input and Output ports, as well as a discrete Computer Control Module. +Input ports must be adjacent to body corner tiles, and output ports must be adjacent to edge tiles +with a core tile behind it. With the exception of the computer module & a roundstart power input, +which work adjacent to any tile. + +The map starts with a pre-mapped Drill assembly with a configuration immutable during the round. +Engineers can add additional parts onto the Drill assembly to increase it's productivity midround. +The body, computer, basic power input, and premade outputs are indestructible and cannot be moved +or modified, the "flavor" and unique challenge in a map comes from it's configuration of the Drill +and destination infrastructure, and possible ways to bulldoze the station to make supply routes. + +The Computer Control Module serves as a console through which crew can interface with the Drill, +see it's parameters/data readouts, and engage the manual start/stop. + +Input ports include Power and Gas input required for power supply and ventilation. Every connected +port has a resource demand, except input ports which do not demand what they're supplying. +Input ports are limited by a 'choke' on the wattage & gas volume they can supply to the Drill. + +Output ports include Phoron, Ore, Gas, Reagent, and Miscellaneous outputs. +Phoron ports output Phoron into discrete Phoron Barrels connected to them. +Ore ports output chunks of ore onto conveyor belts. +Gas ports output spent ventilation/exhaust gasses, and mined gases, configurable to send specific +gas to specific pipe layers attached. +Reagent ports output reagents to an internal buffer, which can be transfered to storage tanks. +Miscellaneous ports spit out odds and ends into disposal pipes. + +Most port types have 3 tiers, a higher tier corresponding to a higher throughput & resource demand. +Pre-mapped, indestructible ports are discrete, but correspond to Tier 2 of their type. + +New ports come at a high material cost, increased challenge with their demands, and must be +researched before thier machine boards can be printed. Drill ports use a discrete, directional +machine frame separate from the generic machine frame for everything else. + +The Drill, and destinations for it's outputs such as the Requisition/Sale pad, power engines, et alii +are practically or literally immobile, to create depth and challenge in midround modifications to +supply routes from the Drill and back. -The Drill is built similarly to an upstream AME, with a Drill Body functionally identical to -AME shielding. The Drill's functionality resides in Components and Ports adjacent to the body. -The Computer Control Component has crew interfaces including a large screen, it provides status -information and serves as the control panel for early start/stop for Command. -Input ports must be placed on corner tiles of the Drill body - -Output ports must be placed on edge tiles of the drill body, with a core tile behind it. -The exceptions are the Computer Control Component, and a unique Universal Power Input, -which are meant to be pre-mapped. -The Drill body, Computer Component, and a set of pre-mapped ports are immutable and indestructible. -Map flavor and challenge (in regards to engineering gameplay) is expressed through the preset -configuradion of the Drill, and it's distance to the destination of it's products. -There are 3 tiers of most Ports. A higher tier means a higher the throughput and resource consumption. -Input ports are comprised of Power and Gas inputs - -Output ports are comprised of Phoron, Gas, Reagent, Ore, and Miscellaneous outputs. - -All ports have a power cost & ventilation demand, except inputs which don't cost their input. - -The drill can be upgraded by Engineers during the round, with an increased challenge in demands -and risk of failure, and a high material cost for new ports, in exchange for an increase in -outputs for resources and profits. - -*********************************************************************************** -It's 22:53 as I'm writing this line and my efficiency at writing is falling rapidly -*********************************************************************************** From 02824c855ef424c47f88cf2a550b49d4021132d6 Mon Sep 17 00:00:00 2001 From: arenaconspiracy Date: Fri, 23 Jan 2026 19:26:26 +0200 Subject: [PATCH 3/9] Sloppy draft of the department doc --- Docs/departments.txt | 80 +++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 79 insertions(+), 1 deletion(-) diff --git a/Docs/departments.txt b/Docs/departments.txt index 295c1bb..9da2fc9 100644 --- a/Docs/departments.txt +++ b/Docs/departments.txt @@ -1 +1,79 @@ -To be written. +=============================== +Drill Station department design +=============================== +As envisioned by arenaconspiracy + + +Each department on the station is responsible for sustaining the station and/or it's crew. +The roles of every department are highly distinct and largely non-overlapping. +Crew members are limited to their own role by the amount of job-related items they can carry +on their person. + + + +************************************* +Operations Department (working title) +************************************* +The Operations department is responsible for working with & around the Drill and it's products. +It closely resembles a mixture of SS14 Engineering and Cargo in it's function. + +Operations is comprised of Maintenance Technicians [MTs] (analogue to station engineers), +Supply Technicians [STs] (analogue to cargo technicians), and Director of Operations [DO] as the +department head. +MTs are responsible for maintaining & upgrading the Drill, handling it's waste products, +fixing & modifying the station, and maintaining the station power. +STs are responsible for handling the Drill's desired products, handling requisitions & sales, +and ensuring the departments are supplied during the round. +The DO is responsible for leading Operations, coordinating the staiton's needs with other Command, +and being one of the two people authorized to early start/stop the drill (outside of skeleton crews). +Operations is expected to modify the station to the whims of the Drill in the name of profits, +the DO generally being considered second in command on the station. + +MTs should be expected to attend to the Drill during uptime, and to the power engines during downtime. +The station should experience semi-frequent structural faults during the round to encourage MTs to +attend to them in miscellaneous locations, bringing them away from their other responsibilities. +MTs will be expected to bulldoze structures and departments near the Drill for upgrades, and to +pave new supply lines between it and sales pads, atmospherics, and other immovable installations. + +STs should be expected to deliver supplies between departments, make sales of Phoron and other surplus +at the Sales Pad in their area, purchase requisitions using the station budget and deliver them. +STs should be required to approach the Drill to do their job, to process it's outputs, and subject +themselves to the hazards that come from the drill's operation. + +The DO should be expected to command MTs on modifications to make, evaluate when requisitions are +worth cutting into the station budget, and coordinate resource use between departments. The DO is +expected to be second in command to the Captain* of the station in an emergency. The DO should not +be expected to carry the tools or perform the duties of MTs under normal circumstances, but should +be free to do so in emergencies. + +*Captain analogue from SS14. Name undecided as of yet. + + +The station's power supply should be provided by relatively simple power engines, to shift depth +from the engines to the Drill. +Power engines should follow a basic schema of Fuel In -> Power & Waste out. +Continous operation of power engines should produce waste products and environmental hazards in +their immediate area, with guaranteed failure states if left unmaintained for too long. +Power engines should be immobile practically (extensive waste management infrastructure which +takes up space) or immobile totally (cannot be deconstructed or unanchored) + + +****************** +Medical Department +****************** + +******************* +Security Department +****************** + +******************* +Research Department +******************* + +****************** +Service Department +****************** + +****************** +Command Department +****************** From d307e74f27b08ca95ac093d8db5589d69e48fe8b Mon Sep 17 00:00:00 2001 From: arenaconspiracy Date: Sun, 25 Jan 2026 19:40:58 +0200 Subject: [PATCH 4/9] Medical & Security design doc draft --- Docs/departments.txt | 77 ++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 70 insertions(+), 7 deletions(-) diff --git a/Docs/departments.txt b/Docs/departments.txt index 9da2fc9..73288f0 100644 --- a/Docs/departments.txt +++ b/Docs/departments.txt @@ -6,9 +6,13 @@ As envisioned by arenaconspiracy Each department on the station is responsible for sustaining the station and/or it's crew. The roles of every department are highly distinct and largely non-overlapping. -Crew members are limited to their own role by the amount of job-related items they can carry -on their person. +Crew members are limited to their own role by the amount of job-related items they can carry +on their person. Every role should have a set of standard belt & pocket storage they are mechanically +encouraged to keep 100% of the time, and be vital to their duties. Job equipment should be limited, +starting in the job's locker, replacable at departmental lathes at an exorbitant material price. +Death is permanent. Losing a crew member should mean a tangible increase on the strain in their +department, as departmental labor cannot be multitasked. ************************************* @@ -25,7 +29,7 @@ fixing & modifying the station, and maintaining the station power. STs are responsible for handling the Drill's desired products, handling requisitions & sales, and ensuring the departments are supplied during the round. The DO is responsible for leading Operations, coordinating the staiton's needs with other Command, -and being one of the two people authorized to early start/stop the drill (outside of skeleton crews). +and being one of the two people authorized to early start/stop the Drill (outside of skeleton crews). Operations is expected to modify the station to the whims of the Drill in the name of profits, the DO generally being considered second in command on the station. @@ -38,7 +42,7 @@ pave new supply lines between it and sales pads, atmospherics, and other immovab STs should be expected to deliver supplies between departments, make sales of Phoron and other surplus at the Sales Pad in their area, purchase requisitions using the station budget and deliver them. STs should be required to approach the Drill to do their job, to process it's outputs, and subject -themselves to the hazards that come from the drill's operation. +themselves to the hazards that come from the Drill's operation. The DO should be expected to command MTs on modifications to make, evaluate when requisitions are worth cutting into the station budget, and coordinate resource use between departments. The DO is @@ -46,25 +50,84 @@ expected to be second in command to the Captain* of the station in an emergency. be expected to carry the tools or perform the duties of MTs under normal circumstances, but should be free to do so in emergencies. -*Captain analogue from SS14. Name undecided as of yet. +*Captain analogue from SS14. Name undecided as of writing. The station's power supply should be provided by relatively simple power engines, to shift depth from the engines to the Drill. -Power engines should follow a basic schema of Fuel In -> Power & Waste out. Continous operation of power engines should produce waste products and environmental hazards in their immediate area, with guaranteed failure states if left unmaintained for too long. Power engines should be immobile practically (extensive waste management infrastructure which takes up space) or immobile totally (cannot be deconstructed or unanchored) +Sales and requisitions happen on an immobile Requisitions Pad, sales are winched up and requisitions +are dropped down in crates. Purchased crates have the potential to crush things they land on. +Purchases using the unified station budget cut into the profit quota, thereby delaying the round +end condition. It should be a challenge to evaluate what purchases are worth cutting into profits. + ****************** Medical Department ****************** +The Medical department is responsible for keeping the station's crew in good health. +Crew deaths are permanent. Resources are at a premium. Time until next cycle is finite. + +(this document assumes Offmed or a similar medical system is implemented) + +Medical is comprised of Nurses, Surgeons, Paramedics, Chemists, and the Chief Medical Officer (CMO). +Nurses are responsible for stabilizing patients & treating minor damage, Surgeons are responsible +for surgery & major damage, the Paramedic is retrieves and moves injured crew, the Chemists +synthesize medicine for the Medbay & other uses, and the CMO directs the department. + +The individual medical roles should be mechanically encouraged to separate their duties. +A sufficiently advanced medical system creates a divide between stabliziation/healing/aftercare +on it's own, but additional means should be employed, such as Surgeons getting belts with surgical +tools; Nurses getting belts that hold bottles, syringes, injectors, et alii; rollerbeds being too +bulky to store with the exception of a specialized Paramedic belt; the Chemist workflow being +sufficiently involved; et cetera. + +The supplies in the Chemistry lab should be very limited. The round should start with enough to +stock the bay with a minimal supply of basics that last the Medbay a mid-to-bad first active period. +Chemists should be expected to process the output of the Drill to source more precursors to for +producing more medicine and other necessary reagents, grinding ores and processing output reagents +such as crude oil into usable precursors. + ******************* Security Department -****************** +******************* +The Security department is responsible for neutralizing threats from the caverns assaulting the +station, and arresting crew members breaking the law. + +Security consists of Security Officers, the Warden, and the Head of Security (HoS). +Security Officers are expected to front the defense of the station against hostile mobs & arrest +crew members breaking the law, the Warden is expected to oversee inmates & manage printing supplies, +and the Head of Security commands the department. + +As threats to the station are nearly everpresent, locking away big guns in an armory is less important. +Instead, focus is placed on personal-carry weapons, with frequent necessary ammo restocks at a lathe. + +Due to the scarcity and cost of medical treatment, security is encouraged to use nonlethal tools +above all else when performing arrests, and are highly liable for crossfire or unnecessary damage. + +Security members are all given a standard issue set of a combat knife, a sidearm with a holster, +and a small pouch for sidearm magazines. As well as a choice of a major weapon surpassing the +sidearm and weapons available to anyone else. Starting available options should include 1 option +for each brute damage type, e.g. a machete (slash), a sledgehammer (blunt), and a bulky shotgun +(piercing). Other weapons could be unlockable through research, acting as upgrades and filling new +niches with tradeoffs and high material cost. + +Hostile mobs should have a high diversity, with certain enemies having notable mild, major, +resistances and vulnerabilities to damage types, encouraging security officers to diversify their +choice of weapon across the security force and between rounds. +Security should have a high, constant material drain for new ammunition and other supplies, acting +as the primary destination of steel from Operations. + +Personal carry should let you keep barely enough ammunition to last a particularly intense uptime, +encouraging constant restocks & the viability of melee options. Ammo boxes should have a notably +higher do-after filling magazines than upstream & only let you replenish one magazine at a time, +to further restrict carrying ammunition on your person. + ******************* Research Department From ffd15a7c3f5891d921328a625aa60837a3b6eed3 Mon Sep 17 00:00:00 2001 From: arenaconspiracy Date: Wed, 28 Jan 2026 18:06:07 +0200 Subject: [PATCH 5/9] Minor touchup --- Docs/core.txt | 3 +-- Docs/departments.txt | 22 ++++++++++++---------- 2 files changed, 13 insertions(+), 12 deletions(-) diff --git a/Docs/core.txt b/Docs/core.txt index 555a4ad..129a506 100644 --- a/Docs/core.txt +++ b/Docs/core.txt @@ -1,8 +1,7 @@ ========================================= Drill Station (working title) core design ========================================= -as envisioned by arenaconspiracy -subject to override +Written arenaconspiracy The concept for Drill Station came from a wish for non antag-driven roundflow, diff --git a/Docs/departments.txt b/Docs/departments.txt index 73288f0..6c28961 100644 --- a/Docs/departments.txt +++ b/Docs/departments.txt @@ -1,23 +1,25 @@ =============================== Drill Station department design =============================== -As envisioned by arenaconspiracy +Written by arenaconspiracy -Each department on the station is responsible for sustaining the station and/or it's crew. -The roles of every department are highly distinct and largely non-overlapping. +Each station department is tasked with unique, largely non-overlapping duties. +Every crew member has a functionally identical backpack item, and each role has a standard issue +gearing consisting of a belt slot item and 2 pocket slot pouches necessary to perform their job, +intended to be worn 100% of the time. Crew members are limited to their role by the amount of +job-related gear they can carry on their person, with personal storage being at a premium. + +All role specific gear, including functional clothing should start in the respective job's locker, +and crew members should spawn with a minimum of cosmetic clothing and a backpack. -Crew members are limited to their own role by the amount of job-related items they can carry -on their person. Every role should have a set of standard belt & pocket storage they are mechanically -encouraged to keep 100% of the time, and be vital to their duties. Job equipment should be limited, -starting in the job's locker, replacable at departmental lathes at an exorbitant material price. Death is permanent. Losing a crew member should mean a tangible increase on the strain in their department, as departmental labor cannot be multitasked. -************************************* -Operations Department (working title) -************************************* +********************* +Operations Department +********************* The Operations department is responsible for working with & around the Drill and it's products. It closely resembles a mixture of SS14 Engineering and Cargo in it's function. From 33b5dea4f219b9912e0b2aa91d4ae10ad94094e2 Mon Sep 17 00:00:00 2001 From: arenaconspiracy Date: Wed, 28 Jan 2026 19:31:49 +0200 Subject: [PATCH 6/9] Emeregency commit --- Docs/departments.txt | 36 +++++++++++++++++++++++++++++++----- 1 file changed, 31 insertions(+), 5 deletions(-) diff --git a/Docs/departments.txt b/Docs/departments.txt index 6c28961..2341015 100644 --- a/Docs/departments.txt +++ b/Docs/departments.txt @@ -77,9 +77,9 @@ Crew deaths are permanent. Resources are at a premium. Time until next cycle is (this document assumes Offmed or a similar medical system is implemented) Medical is comprised of Nurses, Surgeons, Paramedics, Chemists, and the Chief Medical Officer (CMO). -Nurses are responsible for stabilizing patients & treating minor damage, Surgeons are responsible -for surgery & major damage, the Paramedic is retrieves and moves injured crew, the Chemists -synthesize medicine for the Medbay & other uses, and the CMO directs the department. +Nurses are responsible for stabilizing patients & treating minor damage. Surgeons are responsible +for surgery & major damage. The Paramedic retrieves and moves injured crew. The Chemists +synthesize medicine for the Medbay & other uses. The CMO directs the department. The individual medical roles should be mechanically encouraged to separate their duties. A sufficiently advanced medical system creates a divide between stabliziation/healing/aftercare @@ -103,8 +103,8 @@ station, and arresting crew members breaking the law. Security consists of Security Officers, the Warden, and the Head of Security (HoS). Security Officers are expected to front the defense of the station against hostile mobs & arrest -crew members breaking the law, the Warden is expected to oversee inmates & manage printing supplies, -and the Head of Security commands the department. +crew members breaking the law. The Warden is expected to oversee inmates & manage printing supplies. +The Head of Security commands the department. As threats to the station are nearly everpresent, locking away big guns in an armory is less important. Instead, focus is placed on personal-carry weapons, with frequent necessary ammo restocks at a lathe. @@ -138,7 +138,33 @@ Research Department ****************** Service Department ****************** +The Service deparment is responsible for maintaining the station's morale and padding out downtime. +The claustrophobic underground would drive workers mad without a respite. + +Service consists of Chefs, Bartenders, Janitors, the Clown, and the Service Manager (SM). +Chefs are responsible for growing crops, turning hostile mobs into food, and preparing meals. +Bartenders are responsible for bar tending. Janitors are responsible for cleaning the station. +The Clown does clown things. The Service Manager commands the department. + +Holding a more roleplay centric role, Service is more active during downtime, facilitating social +interactions to contrast the dangerous and grueling work of other departments during uptime. +Service roles should have substantial enough mechanics and impactful enough duties to necessitate +belts & pouches carried at all times. Service roles should not be able to 'fill in gaps' in staffing +by multi-tasking with other department's gear. + ****************** Command Department ****************** +The head of all other departments collectively form the Command department, additionally headed by +the Site Overseer (SO) holding authority over the station. + +Command members should be expected to consistently communicate and closely negotiate resource use +accross the departments. The SO should be expected to ensure departments are adequately performing and +working in tandem through oversight, doing work manually only in case of emergency. + +The SO and DO have the authority to manually start/stop the Drill after 15 minutes in either state, +colluding with the entire crew to determine when starting/stopping is in the crew's best interests. + +The SO should be able to defend themselves individually, but not assist in defense on the frontline. +Potentially achieved with a high burst, low sustain weapon, with hard to carry ammo, like a revolver. From ebe47a55361d43ada56b59e0a0bc77a3dc0994f3 Mon Sep 17 00:00:00 2001 From: arenaconspiracy Date: Thu, 29 Jan 2026 21:11:48 +0200 Subject: [PATCH 7/9] Make it much more readable overall --- Docs/core.txt | 87 ++++++++++++++++-------------------- Docs/departments.txt | 103 ++++++++++++++++++++++--------------------- 2 files changed, 90 insertions(+), 100 deletions(-) diff --git a/Docs/core.txt b/Docs/core.txt index 129a506..6d7a53c 100644 --- a/Docs/core.txt +++ b/Docs/core.txt @@ -1,81 +1,69 @@ -========================================= -Drill Station (working title) core design -========================================= +========================================== +Drill Station (working title) core concept +========================================== Written arenaconspiracy -The concept for Drill Station came from a wish for non antag-driven roundflow, -The core idea is that roundflow is dictated by an autonomous Drill at the center of the station, +The concept for Drill Station came from a wish for a round flow not reliant on antagonists driving it. +It's core idea is that roundflow is dictated by an autonomous Drill at the center of the station, with periods of "uptime" and "downtime" corresponding to the Drill being on and off. +The Drill autonomously turns on and off on a set timer of 30 minutes. The 1st and 2nd in command +on the station have the authority to manually start/stop the Drill after 15 minutes of either state. -Players are challenged by action and events during "uptime" with increasing difficulty scaling -as the round progresses, and given breathing room and time to roleplay during "downtime". -The intent is to have a cycle between an actively hazardous period, a 'station repairs' period, -and a 'relaxation' period for the crew - cycling between action focus and roleplay focus. +During uptime, the Drill's operation causes events that place the station and it's crew in danger. +The volume and intensity of the threats scales as the round goes on, until it ends. +During downtime, the crew is given time to breathe, repair damage to the station and themselves, +and relax & engage in unobstructed roleplay. +The round permanently cycles between uptime and downtime on a set, predictable period, with Command +being able to influence it only in emergencies. Gameplay takes place underground, on a mining station embedded in solid rock. -The map is a large arena of destructible rock, with an outer layer of indestructible walls, -with the station embedded in the center, surrounded by procedurally generated caverns -serving as an out of view spawn area for hostile mobs. +The map is a large grid of rock with an indestructible outer rim, and a network of procedurally +generated caverns, centering on the station. The caverns are barren and serve only as out-of-view +spawn points for hostile mobs. The crew has no reason to leave the station for the caverns. Instead of a continuous event scheduler gamerule, events are called by the Drill while in operation. -The intensity and difficulty of hazardous threats ramps up during the round. With a survival -aspect looming over the crew. Subject to permadeath, the elimination of all crew serving as one -possible round end condition. +The entire crew is involved in the hazards to the station, which comes from the Drill, failing station +infrastructure, and hostile mobs brought by the Drill. +Antagonists among the crew are an optional modification to the gameplay, as an auxiliary to the game. +The crew is subject to permadeath, elimination of all crew members serves as a round end condition. The overarching goal of a round is achieving a set profit quota, reaching a population dependent balance in the station budget, achieved through selling the output of the Drill. +There is a "target product" the Drill produces in the form of Phoron, +that has a sell value far surpassing anything else the Drill produces, with occasional use on station. +The other outputs of the Drill can be sold at a lesser price, but are more necessary on the station. -There is a "target product" the Drill produces (diegetically the reason the station is built) -in the form of Phoron, that has a sell value far surpassing anything else the Drill produces, -with occasional use on station. Other output from the Drill can be sold for less profit, -but is primarily used in sustaining the station. Once the shift profit quota has been reached, Command may authorize an evacuation pod to drop down to the station's level, and subsequently take off, ending the round. The gameplay depth comes from managing, modifying, and living around the Drill. It produces -vital resources necessary to sustain the station - but the crew must deal with it's inherent -danger, and adapt to mid-round changes to it's setup and supply routes from the Drill to their -destinations which have fixed locations. - -The station is a closed resource loop, with the exception of requisitions and sales. -Resources and waste products must be managed and recycled onstation, with minimal disposal methods. - -Hazards to the crew include structural faults in the Drill itself, structural faults in the station, -hostile HTN and ghostrole mobs attracted by the Drill, and failures in other station infrastructure -such as power engines or other vital machinery. - -The core gameplay loop does not rely on the presence of antagonists. The base gamemode is Survival, -where the whole crew works together to achieve the goal of Surviving and reaching the profit quota. -Additional gamemodes can introduce antagonists to modify the core gameplay experience, -but it comes as an optional, auxiliary component to the gameplay. +vital resources necessary to sustain the station, but the crew must deal with it's inherent danger, +and adapt to it's whims, and changes made to the station for the sake of upgrades and supply routes +between the Drill and destinations with fixed locations, such as the Requisitions Pad, power engines, +et cetera. ******************************* Drill mechanical specifications ******************************* -The Drill constantly alternates between phases of activity and inactivity. -It has a minimum cooldown of 15 minutes between phase change, and automatically switches phase -after 30 minutes. Between the 15 to 30 minute interval Command can choose to start/stop it early. - -While the Drill is active, it calls event gamerules that threaten the station and it's structure, -mid-round events are triggered by the Drill during the active phase. -The intensity and volume of some gamerules scales up as the round progresses; incentivising -resource management by the crew, and upgrading the Drill to reach the profit quota sooner. +The Drill permanently cycles between uptime and downtime with a maximum interval of 30 minutes +between phase changes. After 15 minutes of either state the SO or DO can run an emergency start/stop. +Dedicated gamemodes may modify the intervals, creating more extreme experiences. -The Drill functionally can be compared to an AME from upstream, consisting of 2 (kinds of) parts. +The Drill structurally can be compared to an AME from upstream, consisting of 2 (kinds of) parts. A Drill body, similar to AME shielding - and attached modules & ports, similar to AME controllers. The Drill has many different Input and Output ports, as well as a discrete Computer Control Module. Input ports must be adjacent to body corner tiles, and output ports must be adjacent to edge tiles with a core tile behind it. With the exception of the computer module & a roundstart power input, -which work adjacent to any tile. +which both work adjacent to any tile. The map starts with a pre-mapped Drill assembly with a configuration immutable during the round. Engineers can add additional parts onto the Drill assembly to increase it's productivity midround. -The body, computer, basic power input, and premade outputs are indestructible and cannot be moved -or modified, the "flavor" and unique challenge in a map comes from it's configuration of the Drill -and destination infrastructure, and possible ways to bulldoze the station to make supply routes. +The body, computer, roundstart inputs and outputs are indestructible and cannot be moved or modified, +the "flavor" and unique challenge in a map comes from it's configuration of the Drill and +it's relations to destination structures, and possible ways to modify the station for supply routes. The Computer Control Module serves as a console through which crew can interface with the Drill, see it's parameters/data readouts, and engage the manual start/stop. @@ -85,10 +73,9 @@ port has a resource demand, except input ports which do not demand what they're Input ports are limited by a 'choke' on the wattage & gas volume they can supply to the Drill. Output ports include Phoron, Ore, Gas, Reagent, and Miscellaneous outputs. -Phoron ports output Phoron into discrete Phoron Barrels connected to them. +Phoron ports output Phoron into discrete Phoron Kegs connected to them. Ore ports output chunks of ore onto conveyor belts. -Gas ports output spent ventilation/exhaust gasses, and mined gases, configurable to send specific -gas to specific pipe layers attached. +Gas ports output mined gas, configurable to send specific gasses to separate attached pipe layers. Reagent ports output reagents to an internal buffer, which can be transfered to storage tanks. Miscellaneous ports spit out odds and ends into disposal pipes. diff --git a/Docs/departments.txt b/Docs/departments.txt index 2341015..cb231fa 100644 --- a/Docs/departments.txt +++ b/Docs/departments.txt @@ -13,15 +13,14 @@ job-related gear they can carry on their person, with personal storage being at All role specific gear, including functional clothing should start in the respective job's locker, and crew members should spawn with a minimum of cosmetic clothing and a backpack. -Death is permanent. Losing a crew member should mean a tangible increase on the strain in their -department, as departmental labor cannot be multitasked. +Death is permanent. Losing a crew member should mean a tangible increase in tension on station work. ********************* Operations Department ********************* The Operations department is responsible for working with & around the Drill and it's products. -It closely resembles a mixture of SS14 Engineering and Cargo in it's function. +It closely resembles a joint of SS14 Engineering and Cargo in it's function. Operations is comprised of Maintenance Technicians [MTs] (analogue to station engineers), Supply Technicians [STs] (analogue to cargo technicians), and Director of Operations [DO] as the @@ -35,25 +34,22 @@ and being one of the two people authorized to early start/stop the Drill (outsid Operations is expected to modify the station to the whims of the Drill in the name of profits, the DO generally being considered second in command on the station. -MTs should be expected to attend to the Drill during uptime, and to the power engines during downtime. +MTs should be expected to attend to the Drill during uptime, and to the power engines during downtime, +as well as repair damage to the station during both uptime & downtime. The station should experience semi-frequent structural faults during the round to encourage MTs to -attend to them in miscellaneous locations, bringing them away from their other responsibilities. +attend to them in various locations, bringing them away from the static drill and power engine. MTs will be expected to bulldoze structures and departments near the Drill for upgrades, and to -pave new supply lines between it and sales pads, atmospherics, and other immovable installations. +pave new supply lines between it and sales pads, atmospherics, power engines, and other immobile +destinations across the station. STs should be expected to deliver supplies between departments, make sales of Phoron and other surplus -at the Sales Pad in their area, purchase requisitions using the station budget and deliver them. +at the Requisitions Pad in Ops, handle & purchase requisitions using the station budget. STs should be required to approach the Drill to do their job, to process it's outputs, and subject themselves to the hazards that come from the Drill's operation. The DO should be expected to command MTs on modifications to make, evaluate when requisitions are worth cutting into the station budget, and coordinate resource use between departments. The DO is -expected to be second in command to the Captain* of the station in an emergency. The DO should not -be expected to carry the tools or perform the duties of MTs under normal circumstances, but should -be free to do so in emergencies. - -*Captain analogue from SS14. Name undecided as of writing. - +expected to be second in command to the Site Overseer in an emergency. The station's power supply should be provided by relatively simple power engines, to shift depth from the engines to the Drill. @@ -76,23 +72,25 @@ Crew deaths are permanent. Resources are at a premium. Time until next cycle is (this document assumes Offmed or a similar medical system is implemented) -Medical is comprised of Nurses, Surgeons, Paramedics, Chemists, and the Chief Medical Officer (CMO). -Nurses are responsible for stabilizing patients & treating minor damage. Surgeons are responsible -for surgery & major damage. The Paramedic retrieves and moves injured crew. The Chemists -synthesize medicine for the Medbay & other uses. The CMO directs the department. +Medical is comprised of Nurses, Doctors, Paramedics, Chemists, and the Chief Medical Officer [CMO]. +Nurses are responsible for stabilizing patients on site and treating minor damage. +Doctors are responsible for performing surgery and treating major damage. +Paramedics are responsible for moving & retrieving injured crew members from around the station, +and stabilizing patients outside of the medical bay. +Chemists are responsible for stocking the medbay with medical reagents. +The CMO is responsible for leading Medical, ensuring patients are handled correctly and efficiently, +and assisting treatment. The individual medical roles should be mechanically encouraged to separate their duties. A sufficiently advanced medical system creates a divide between stabliziation/healing/aftercare -on it's own, but additional means should be employed, such as Surgeons getting belts with surgical -tools; Nurses getting belts that hold bottles, syringes, injectors, et alii; rollerbeds being too -bulky to store with the exception of a specialized Paramedic belt; the Chemist workflow being -sufficiently involved; et cetera. +on it's own, but additional means should be employed, such as Doctors getting belts with surgical +tools; Nurses getting belts holding reagent bottles, syringes, injectors, et alii; +Paramedics being able to store rollerbeds in a specialized belt, which are otherwise too big to store; +the Chemist workflow being sufficiently involved; et cetera. -The supplies in the Chemistry lab should be very limited. The round should start with enough to -stock the bay with a minimal supply of basics that last the Medbay a mid-to-bad first active period. -Chemists should be expected to process the output of the Drill to source more precursors to for -producing more medicine and other necessary reagents, grinding ores and processing output reagents -such as crude oil into usable precursors. +The supplies in the Chemistry lab should be limited. The round should start with enough to +stock the bay with a minimal supply of basics that last the Medbay the first uptime at most. +Chemists should be expected to process the output of the Drill to source more precursors for medicine. ******************* @@ -101,13 +99,15 @@ Security Department The Security department is responsible for neutralizing threats from the caverns assaulting the station, and arresting crew members breaking the law. -Security consists of Security Officers, the Warden, and the Head of Security (HoS). -Security Officers are expected to front the defense of the station against hostile mobs & arrest -crew members breaking the law. The Warden is expected to oversee inmates & manage printing supplies. +Security consists of Security Officers, the Warden, and the Head of Security [HoS]. +Security Officers are responsible for the defense of the station against hostile mobs & arresting +crew members breaking the law. +The Warden is expected to oversee inmates & manage materials used to print ammo and supplies. The Head of Security commands the department. -As threats to the station are nearly everpresent, locking away big guns in an armory is less important. -Instead, focus is placed on personal-carry weapons, with frequent necessary ammo restocks at a lathe. +As threats to the station are nearly everpresent, locking away arms in an armory is less important. +Instead, focus is placed on personal-carry weapons, with frequent ammo restocks at security necessary +to sustain fire. Due to the scarcity and cost of medical treatment, security is encouraged to use nonlethal tools above all else when performing arrests, and are highly liable for crossfire or unnecessary damage. @@ -115,20 +115,17 @@ above all else when performing arrests, and are highly liable for crossfire or u Security members are all given a standard issue set of a combat knife, a sidearm with a holster, and a small pouch for sidearm magazines. As well as a choice of a major weapon surpassing the sidearm and weapons available to anyone else. Starting available options should include 1 option -for each brute damage type, e.g. a machete (slash), a sledgehammer (blunt), and a bulky shotgun -(piercing). Other weapons could be unlockable through research, acting as upgrades and filling new -niches with tradeoffs and high material cost. +for each brute damage type, e.g. a machete (slash), a sledgehammer (blunt), and a shotgun (piercing). +Other weapons could be unlockable through research, acting as upgrades and filling new niches. -Hostile mobs should have a high diversity, with certain enemies having notable mild, major, -resistances and vulnerabilities to damage types, encouraging security officers to diversify their +Hostile mobs should have a high diversity, with certain enemies having notable mild, major, +resistances, and vulnerabilities to damage types, encouraging security officers to diversify their choice of weapon across the security force and between rounds. -Security should have a high, constant material drain for new ammunition and other supplies, acting -as the primary destination of steel from Operations. Personal carry should let you keep barely enough ammunition to last a particularly intense uptime, -encouraging constant restocks & the viability of melee options. Ammo boxes should have a notably -higher do-after filling magazines than upstream & only let you replenish one magazine at a time, -to further restrict carrying ammunition on your person. +encouraging constant restocks & the viability of melee options. Ammo boxes should have a notable +do-after filling magazines, and only let you replenish one magazine at a time, to complicate using +them for carrying ammunition on your person. ******************* @@ -139,25 +136,31 @@ Research Department Service Department ****************** The Service deparment is responsible for maintaining the station's morale and padding out downtime. -The claustrophobic underground would drive workers mad without a respite. -Service consists of Chefs, Bartenders, Janitors, the Clown, and the Service Manager (SM). +Service consists of Chefs, Bartenders, Janitors, the Clown, and the Service Manager [SM]. Chefs are responsible for growing crops, turning hostile mobs into food, and preparing meals. -Bartenders are responsible for bar tending. Janitors are responsible for cleaning the station. -The Clown does clown things. The Service Manager commands the department. - -Holding a more roleplay centric role, Service is more active during downtime, facilitating social -interactions to contrast the dangerous and grueling work of other departments during uptime. +Bartenders are responsible for tending the bar, and preparing drinks. +Janitors are responsible for cleaning the station, and maintaining decoration. +The Clown does clown things. +The Service Manager commands the department, makes sure the crew is fed and enriched, +and yells at the Clown. + +Service should be expected to be more active during downtime, facilitating relaxed roleplay +engagements and contrasting the gameplay intensity of uptime. Service roles should have substantial enough mechanics and impactful enough duties to necessitate belts & pouches carried at all times. Service roles should not be able to 'fill in gaps' in staffing -by multi-tasking with other department's gear. +by using gear from other departments that they have the space for, nor should they be 'spare hands' +that can be hired to a department if necessary. + +The SM has access to a uniform printer, capable of printing alternative or replacement clothing for +crew members, not limited to clothing from the service department. ****************** Command Department ****************** The head of all other departments collectively form the Command department, additionally headed by -the Site Overseer (SO) holding authority over the station. +the Site Overseer (SO) holding authority over the station, in a Captain role. Command members should be expected to consistently communicate and closely negotiate resource use accross the departments. The SO should be expected to ensure departments are adequately performing and From fa83012b4b2203e2bb9aa1919e149ae20d0e43b8 Mon Sep 17 00:00:00 2001 From: arenaconspiracy Date: Thu, 29 Jan 2026 21:12:37 +0200 Subject: [PATCH 8/9] Remove redundant files --- Docs/events.txt | 1 - Docs/threats.txt | 1 - 2 files changed, 2 deletions(-) delete mode 100644 Docs/events.txt delete mode 100644 Docs/threats.txt diff --git a/Docs/events.txt b/Docs/events.txt deleted file mode 100644 index 295c1bb..0000000 --- a/Docs/events.txt +++ /dev/null @@ -1 +0,0 @@ -To be written. diff --git a/Docs/threats.txt b/Docs/threats.txt deleted file mode 100644 index 295c1bb..0000000 --- a/Docs/threats.txt +++ /dev/null @@ -1 +0,0 @@ -To be written. From 061fe2b82a2bfc3e36cd63ebea30b8d8f5fd9c83 Mon Sep 17 00:00:00 2001 From: arenaconspiracy <113312769+arenaconspiracy@users.noreply.github.com> Date: Fri, 30 Jan 2026 20:32:19 +0200 Subject: [PATCH 9/9] how --- Docs/core.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Docs/core.txt b/Docs/core.txt index 6d7a53c..b0b15b4 100644 --- a/Docs/core.txt +++ b/Docs/core.txt @@ -1,7 +1,7 @@ ========================================== Drill Station (working title) core concept ========================================== -Written arenaconspiracy +Written by arenaconspiracy The concept for Drill Station came from a wish for a round flow not reliant on antagonists driving it.