Design Standards ‐ Major System Vision - BeeStation/BeeStation-Hornet GitHub Wiki
This section outlines the design vision for specific major systems in the game. These are extensions built from the design pillars and where there are gaps, you should use the design pillars to guide your judgement.
Antagonists
- All antagonists should have mechanics that are appropriate for the role. Hired and trained syndicate agents should have uplinks and objectives, while creatures such as changelings and nightmares should have an innate drive (such as hunger) to act in an antagonistic way.
- Antagonists should have a drive to perform antagonistic actions throughout the round, through time limited opportunities, continuous growth, or the requirement to satisfy a need.
- The above push should not be so strong and absolute that it encourages an overly optimised (and unfun) playstyle – introduce new opportunities periodically rather than at the completion of the previous one.
- When an objective involves a player, there must be multiple different states that the target can be in for the objective to be completed. Forcing a target to be dead is quite limiting to gameplay, instead combine it with differing but impactful win-conditions which emphasis the theming of the role. For example, a debt collector could have the objective to collect credits within a specified time limit, or kill the target if they fail to pay. Involve the target in some way!
- Antagonists should be powerful, when it comes to roleplay the player with the most power is the one who controls roleplay scenarios and this should generally be the antagonists.
- Antagonists should not be able to easily wipe out the entirety of the station or security, however, and they should be controlled through dynamic to prevent rounds devolving into chaos.
- Antagonists may be designed without an innate mechanical drive to perform antagonistic actions affecting the station throughout a round. These will be considered minor antagonists, and should exist to make the round and major antagonists more interesting. For example, a black-market sales agent who’s goal is to gain TC while selling cheap syndicate items.
- There should be no rounds where there are no major antagonists.
Plasma
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Plasma is a rare resource and is extremely useful for each department.
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Plasma is not used in the production of common products, and those which require fuel should use a generic fuel source instead (which will replace the current instances of plasma).
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Plasma is hard to come by and limited, it should never become effectively free.
The Station
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The station has an orbital height value, which decreases over time due to the station existing in a lower research orbit.
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The orbital height is maintained by an orbital thrusters, which requires plasma to operate.
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If the orbital height falls too low, the station enters an emergency state. This process is slow and takes time. After an amount of time, the station begins to burn up with fire destroying turfs slowly from one cardinal direction. The station is still recoverable at this point.
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After a certain amount of time burning up, the station becomes unsalvageable and the round will end after it is destroyed. Crew are told to evacuate at this point.
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On maps without a station, this may be rethemed to an ‘earthquake stabilizer’, or some other thematic form, but will functionally work the same.
All Crewmembers
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The crew have to pay individual bills to maintain their right to work on the station.
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Certain things such as weapons licenses require additional payments.
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All crew must be able to just about afford their expenses, as a bare minimum base salary. This does not account for times when departments cannot afford to pay their staff.
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Depending on a player’s starting job, their attributes may be different which results in them being innately better at performing certain tasks than other players who do not possess that attribute.
All Departments
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Every department has a central budget.
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Every department has its own separate resource store.
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Every department must pay energy bills to engineering proportional to the amount of energy that they consumed.
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Every department must pay a bill/tax to the station, which the captain distributes as necessary.
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See https://wiki.beestation13.com/view/Lore/Setting for details about the vision of the design of the departments on the station.
Service
- Each service job has the properties of an individual department, rather than as a unified department.
Executive
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Consists of the Captain, executive officer and lawyers.
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They have the station budget, which is funded by bills/taxes from other departments.
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The captain has the ability to manage how much funding each department receives.
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The captain can set the tax/bill rate for departments on the station.
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The lawyers are not part of the captain/XO chain of command, but are much higher ranking and have the authority to boss other departments around. The lawyers can request access to departments to perform inspections, issue fines to departments, and have the right to carry weapons. They enforce the Captain’s authority to create and define laws.
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The Captain can create directives/laws/rules for the departments which must be followed. This is done through the communications console. The lawyers and Captain are in charge of enforcing these orders through departmental fines – note that they cannot fine individuals.
Science / Research
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All roundstart / common machines are not acquired through research and are instead purchased through cargo.
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Upgrades are not required for the necessary function of a department.
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Science produce research documents as they create more science.
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These research documents can be stolen and sold to any department not run by Nanotrasen, which will return a small but decent sum of money at the completion of the sale.
Engineering
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Responsible for maintaining and fuelling the orbital thrusters of the station.
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The core engine of the station requires constant fuel to be consumed as an input.
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This fuel is relatively expensive, but more than made up for by the power bills that they charge.
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It should be difficult to completely destroy the engine, create negative effects and consequences that are recoverable.
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Players should have the option to run the engine hot, which will start to produce negative effects scaling up if they cannot sufficiently control the engine.
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The negative effects either effect the station as a whole, or may require other departments to assist with them.
In-game World-building
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Posters and in-game materials should make sense for the setting as a Nanotrasen station. Each department may have their own style of posters, highlighting the different organisations in game. “Nanotrasen Communications: Closing the distance between the Geminae system and you.”. Maintain consistency, the different companies offer opportunities for creativity but each should be consistent within itself.
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CentCom admin reports replaced with the ability to message the station as other companies also in the orbit of Lavaland.
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Auri Private Security is a defense company with emphasised military ranks instead of corporate ones.
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Auri Private Security operates Nanotrasen’s emergency response teams and other military assets that can deployed to the station.
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The station evacuates to Space Station 11, which is largely the same as Central Command but thematically changed.