Strategy ‐ Development Plan 2025 - BeeStation/BeeStation-Hornet GitHub Wiki
This lists the current plans for Beestation development in 2025.
This list is not exhaustive and will be updated as the plan develops.
Milestone | Deadline | Involved | Status |
---|---|---|---|
Initial meetings & discussions at the head level to get an understanding of the desired design direction for the server. Ensure that vague terms such as roleplay are well-defined. | May | Head Staff | Completed |
Discuss the station goal, antagonist/crew design direction, and away location design. | Mid May | Maintainers | Planned |
Create the design pillars for the server. | TBD | TBD | TBD |
Create a content policy for new things being added to the game. | TBD | TBD | TBD |
We often face issues in development with constantly changing directions, and many different developers attempting to create a different experience. The current server direction is 'roleplay', however this needs refinement as over time we have shifted from a distinct 'chaotic roleplay' server into a server with an ambiguous identity. The purpose of this plan is to establish a more specific development direction for the server, so that we can better decide what features and content we want going forward. This will inform decisions on:
- Design pillars
- New features
- PR acceptance
- Advice given to contributors planning new content
• Players should matter, and their existence should be important.
• Mechanics should encourage players to contribute towards the round.
• Mechanics should not overshadow the existence of a department/role.
• Emphasis on character skills over player skill.
• Encourage players to act in the way that their character should.
• All mechanics should encourage players to act in an interesting way, avoid allowing players to make their rounds boring.
• There should never be an entirely peaceful round.
• Mechanics should avoid normalcy and procedure, encourage players to travel between departments and interact with other players.
• Prefer mechanics which involve other players to drive their game state.
• Emphasis on well-communicated random chance.
• Keep gameplay interesting and fun throughout the round.
• Both failure and successes make for an interesting round.
• Don’t limit a player’s ability to do something by completely blocking them, instead give them the chance for serious and substantial consequences should they be unskilled.
• Instead of defining deterministic success/fail failure states, use probabilistic failure modes where higher rewards incur greater chance of risk.
• Every interaction is a transaction.
• Every department has expenses and profits, they need to have transactions with the other departments to function.
• Every player needs money to perform their job duties.
• The lack of a currency drives conflict between players and departments.
• Nothing is completely free, machines requires a resource to be maintained.
Raw Notes
Unlocking stuff through research = we already had this shit Passive roleplay
• Roles should matter. Stay in your lane, anti-sandbox.
• Not heavily based on player skills. Character skills should matter a lot.
• Things going wrong is normal.
• D&D – Failures and successes are both funs.
• Every man for themselves, everyone has a goal but
• Chemist only limiting factor is the cell, which can be mass produced and instantly sswitched.
◦ Botany/chemist being botany/chemists. Babysitting plants sucks.
◦ Economy: Resources should be consumed, resources should require sustaining.
▪ Cross-department interactions.
▪ The station needs to not just be able to produce everything.
▪ Every department should import and export something.
▪ Departments need to have a bounty system.
• Something should happen, don’t let rounds be stale
• Something to do with dead time
• Have a purpose
• Believable setting
• Competing hierarchies inter-department (conflicting interests, or outside forces from Nanotrasen)
• Illegal services – Good for you but bad for others
• CEV eris style completely independent departments.
• Mine for money on lavaland.
• Lathe tax -
• Tie antagonist spawning to a security spawning which is visible.
• Off-station roles shouldn’t be antagonists.
• Economy – Prices randomized to make rounds more unique.
• Maintain station orbit
A list of requirements. • Do not completely prevent a player from achieving a result due to their character creation choices. Instead promote interesting choice branches. • Do not introduce high populations (over 20 players) as a requirement for core mechanics. • Low population rounds must be playable.
• The crew of the station must be aligned via a common goal.
• The crew have motivation to want progress towards the goal to be furthered.
• The crew have incentives to not seek out and aid antagonists.
• The antagonists have motivation to want progress towards the goal to be hindered.
• When the antagonists/crew are making progress, this progress is visible to the other team. This prevents rounds stagnating.
• Mechanics should not encourage crew to seek out conversion on purpose.
• Antagonists should have some objectives to guide them in the correct direction and mechanics which make creating interesting events more rewarding.
• Strike a middle-ground between climactic finishes and not being too chaotic to achieve that, not all players will be able to be a part of the main events.
• The round must feel like it is progressing.
• Sudden events with no warning outside of the station’s control should not change the course of the round.
• Design mechanics which push away from normalcy and tedium.
• Players are expected to play their role.
• All mechanics should maximise the number of possible paths through a roleplay scenario – scalable objectives > fixed outcome.
• Players should be incentivised to act as their role.
• Promote high levels of interaction between the away crew and station crew.
• Players should need to venture into away locations during emergency situations rather than having roles dedicated to being off-station.
• High-risk, high-reward.
• Have missions organised by command, made up of regular crew roles, rather than dedicated away-mission roles.
• Captain and command should not leave the station.
• Command should be granted tools to manage their department, over tools which improve their capabilities – command roles are managers, not elites at that job.
• Departments should be dedicated towards progressing the central station objective.
- How can we make sure that our direction aligns with what players want, especially if players generally desire contradictory things (wanting a roleplaying environment, while wanting to maintain a full, restrictionless sandbox)?
- How can we determine what players want?
- How do we deal with changes that may be painful but ultimately take a step towards the design goals?
- What should be done with PRs that violate the pillars, how strict should we be?
Unprocessed meeting minutes
Key Questions:
- How should we treat character skills vs the player's skills. How important should items be vs the character's skills, if an assistant picks up a gun should they be as strong as a security officer?
- Depends on the over-arching goal of the server. Story = important, Action = Less important.
- Theres different ways you can make a satisfying system, but nothing should be made impossible with low-skill. Nothing should be abritrarilly debuffed. An untrained person might be worse at using a gun, but the bullet should still do the same amount of damage.
- Should players expect to have rounds where they lose their character and are forced to play as another character? Should players always be able to respawn as their character no matter what?
- For example: If you are not a surgeon, you can still do surgery but you will have actual consequence if you fail. Consequences can make for interesting stories, and random pure luck scenarios can also create a D&D campaign. If you restrict it fully, you limit the number of interesting outcomes.
- Should you show numbers to the player like surgery success chance?
- Showing the numbers like disco elysium can be nice, but on one hand numbers can be bad in the roleplay.
- What if instead of a number, you colour the text?
- How should away locations be treated, who should be allowed to go to away locations (if anyone), what should they be and how should they interact with the station?
- It depends.
- It should be up to the crew who goes, but anyone should be able to go. Command staff should have the ultimate goal.
- It shouldn't be physically impossible for an assistant.
- Captain and command should never leave the station.
- High interaction between away crew and station crew.
- Roles away from the station more often than not are bad, but leaving the station for a little bit is good.
- Away roles should be an emergency thing, where there isn't a dedicated job for it.
- Responsibility to choose people to go is to command. That's an order.
- High risk, high reward - do it when you need to do it; benefit greatly or suffer. Station consequences make them more important.
- Command
- We wish HOP and command would maintain roles and distribute tasks better.
- Main issue with the HOP is that you have a super hard time keeping track of people. Did someone die, did someone leave, is someone actually doing their job? (This is an issue with command as a whole)
- PDA app for managing crew, remote access and tracking etc. Assignment system.
- Idea of being able to give orders and set department objectives that players focus on. Prominent for sub-staff. They can easilly find their current objective.
- If command staff were given a central objective, they should coordinate to give sub-objectives, but this is dependant on command staff that delegate and good designed central objectives.
- New joins should be able to see their department objectives, so they get an idea of what is going on. To have it easilly accessible, it would have to be inherently limited to what the game can track. More abstract objectives would be more difficult to manage, in terms of game design and administratively. Do the pros outweigh the cons if it has to be limited?
- We already have an issue with people not playing heads. Tools that are a little bit restrictive and easy to manage people could make it easier to take on the responsibility of the department.
- Should antagonists be defined strictly by an antagonist system, or should antagonists be defined by roleplay and character preferences?
- Ideally, the latter.
- If we end up going towards a system that is crew vs antags, and antag becomes literal then we want strictly defined antagonists.
- If we end up going towards a more freeform system, then antag will be more ambiguous.
- Lean more towards a more cohesive crew objective, but with natural antagonists that lean towards the core objectives of the station.
- Current antagonist system is weak as neither side has an incentive to care about the other side.
- Crew tends to be more interesting when the antagonist is active and everyone has to engage with that, rather than antagonists being invisible in the background. Group activity is more fun.
- Should antagonists have quick access to any item for the sake of allowing gimmicks, or should antagonists have to put in significant work to get items to further their goals which could result in them getting caught earlier but creating more interesting build-ups?
- Preference towards the latter.
- Not opposed to having progressive style systems, but the current system is perfectly fine.
- Grouped antagonists to work together to sneak in items to the station could work.
- Have to think on this more.
- As long as stuff isn't instigating conflict, it doesn't have to be perfect.
- This has a reliance on maintaining a pop, which has an inherent risk: Bigger items that could be more impactful require more engagement
- Am I allowed to help an antagonist, if I am not selecetd as one? At some point players know that they are not helping the station. You also run the risk of the cyborg problem where people are looking to be recruited.
- How should antagonist objectives be treated? Should they have any objectives, should their objectives be open, or should they be defined by redtext/greentext?
- Depends on the direction.
- Like objectives that are scalable.
- Don't think objectives that have no trackable components did anything. (nobody did them)
- Do think that greentext is a touchy subject, since people either like it or hate it.
- Preference towards grouping antagonists into factions, rather than as individuals.
- What about the game at super low pop?
- There is no way for the game to work at this pop.
- Different factions of antagonists should be working as a faction coherently. Right now its a free for all. Antagonists still need to be individual driven, rather than just told who their allies are.
- Do we develop on the population we want, or the population we have?
- The problem is that we only maintain that level of pop for 1/4 of the day.
- If we cater to low population, then help build it up it would help with population.
- A lot of the issue is that people don't join because they don't want to play a 5 person round - spiral of death.
- Low-pop must be playable.
- We need to figure out why we have low populations in european times, could be due to low european timezone draws in SS13 as a whole.
- Should the station be neutral or forced to align with Nanotrasen?
- In terms of game mechanics, the station should be centrally aligned as a group (the crew are aligned).
- In terms of lore, it could go either way.
- The idea of rebellion being possible every now and then as a rare treat is okay, but by default people on the Nanotrasen.
- The station should have a reason to oppose the antagonists of the round.
- So long as the crew is centrally aligned, then it doesn't matter.
- History of SS13 has not pushed the station in any direction story-wise, so it doesn't really matter.
- The lore should be more world centric, but everything on the station is fluid and depends on the current round.
- What if characters were persistent, developing skills based on duration of play. An actual progression system?
- More than just unlocking roles.
- Possibly requires wipes/resets?
- It doesn't have to be skill based, something cosmetic like a title?
- This would help identify new players to support them, and naturally gives senior players priority towards acting leadership roles.
- This would require moving away from non-canonical round structure, and each round would have purpose.
- Use cross-round mechanics to control player behaviour.
- How would player behaviour change if their death mattered a bit, for example not gaining reward or progression when dying.
- Risk being: Too risk-adverse or grinding. Players too afraid to do things. Better than being afraid of being banned though.
- Theres a lot of ways to stupidly die, a lot of systems would have to be changed for this.
- Should the non-antagonist crew be neutral or forced to align with the station?
- Every crewmember is an individual.
- Policy: Players should be urged, if not forced, to be aligned with the group.
- The crew should not be able to freely run counter to everyone else, as this encourages shitter behaviour.
- They should be neutral at worst - They do it for the money.
- Is there an incentive for a player to not seek out antagonists to aid them in their dirty work.
- It could work, but there are a lot of strings attached. It depends on the community's response to mechanics of this style, and it would be extremely hard to design a system that works well.
- Chaotic neutral is okay: Chemist who just gives out whatever without question, but letting players choose to be evil could be negative.
- You can try to design something in this area, but expect to fail.
- Should rounds end in a climactic end to the story, or should the crew transfer out of the station with no significant issues or barriers.
- You can't realistically have a climactic end every time.
- It's satisfying if the tension builds and releases with a satisfying end, but this is not how the game works.
- It would be too much work and overhauls to have a climactic end every time.
- Strike a middleground.
- Issue with dynamic is that it always end in hyper chaos.
- Rephrase to: How do you make people care about what happens to the station? You need to incentivise players to take routes that lead to a more dramatic route.
- On the path of well-defined sides, having an environmental element helps increase tensions: As an example: The station is getting fully raided not necessarilly player controlled. Existential threat to the station. Do this on a smaller scale with environmental impacts that benefit one side more than the other, that furthers a goal that is counter to yours - You visibly know the enemy exists and is getting stronger, even if you can't directly see it.
- You need a way to keep up the pressure outside of spawning in more antagonists, even if the antagonists die. Keep the pressure up.
- It has to feel momentum is being gained - it has to feel like the round is progressing. No random events, all must build up.
- No random events that are going to suddenly change the entire round.
- Prevent rounds from feeling like it stagnated by continuously revealing about how a side is progressing.
- Should players be encouraged/forced to act as their role, should spiders, for example, be forced to be territorial, hostile and, uncooperative with the station even if another player tries to talk to them?
- Rules can only be enforced if admins are there.
- Mechanics such as being a friendly antag actively is bad for the crew, even if you try hard not to.
- Don't let antagonists be friendly.
- You have to play as your role.
Below are a list of 3 general server directions based on the characteristics and mechanics of those servers. Bee plans to be a mix between action and story, partly embracing the chaotic roleplay element that we have been well known for in the past, with an emphasis on creating interesting events and stories rather than a focus on winning.
Action
Defined by action, chaos and the freedom to have fun:
- Loose powergaming roles.
- Less roleplay requirements.
- Full sandbox, no restrictions.
- Primarilly focused on player skill and items.
- Rules exist to stop players from making the game unfun for other people.
- Focus on new content and various buffs, without worrying to deeply on the impact it will have on the game.
- Greentext/Redtext objectives.
- Always have options to respawn, no round removal.
- Sudden appearance of antagonist ghost role events.
- Everyone is capable of doing any job/action.
- Interest is controlled primarilly by the antagonist vs security/station dynamic.
- No meaningful lore.
- Players are expected to have fun with the mechanics and to take part in combat regardless of their role.
Story
While not lacking action, story is defined by highly impactful storybeats, drama, and the characters as they progress through their journey in space.
- Prioritise character mechanics such as skills.
- Certain actions are restricted to specific jobs, characters are important.
- More restrictions on what players can do and be.
- Full freedom to have any outcome when interacting with players, no yes/no objectives.
- More freedom to create your character.
- Antagonist actions are slower but build up to impactful events.
- Harsh medical systems, including death mechanics.
- More interaction from characters in the wider universe.
- No sudden and unexplained major events/threats, everything builds up.
- Players are more free to perform antagonist actions without defined antagonist roles.
- Lore is important and impacts features in the game and the design of your characters.
- Players are expected to create interesting stories, with every round designed as if it could be the basis for a sci-fi drama.
Gimmick
Focus on forced roleplay in a free sandbox environment, with interactions that are inconsequential, primarilly around talking and non-combat mechanics.
- Strict rules governing roleplay.
- Strict powergaming rules.
- No requirement to be hostile as an antagonist.
- Everyone is capable of doing any job/action.
- Primarilly focused on player skill and items.
- Prevent round removal, let players keep a single character.
- Interest is controlled primarilly by the antagonist vs security dynamic, with station being non-combatant roles.
- No meaningful lore.
- Objectives do not require killing and can be inconsequential.
- Antagonists are not expected to interact with the crew.
- Players are expected to make their own fun through setting up shops or doing other gimmicks.
- Explore more proper and adaptable crew objectives, ones that give people purpose.
- Antagonists play more into centralised objectives rather than individual objectives.
- What if you are a space ship?