Skip to content
Draft
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
92 changes: 92 additions & 0 deletions Docs/core.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,92 @@
==========================================
Drill Station (working title) core concept
==========================================
Written by arenaconspiracy


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.

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 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 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.

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 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 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 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 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, 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.

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 Kegs connected to them.
Ore ports output chunks of ore onto conveyor belts.
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.

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.

173 changes: 173 additions & 0 deletions Docs/departments.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,173 @@
===============================
Drill Station department design
===============================
Written by arenaconspiracy


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.

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 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
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,
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 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, 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 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 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.
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, 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 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 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.


*******************
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 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 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.

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 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
choice of weapon across the security force and between rounds.

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 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.


*******************
Research Department
*******************

******************
Service Department
******************
The Service deparment is responsible for maintaining the station's morale and padding out downtime.

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 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 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, 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
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.