User:PowerfulBacon/Beestation2
BeeStation 2
BeeStation 2 is a collection of many of my unfinished projects, bundled into 1 for a totally incomplete attempt to showcase what a director's cut of Beestation could have looked like.
Design Pillars
These are the core design pillars. These are the greatest authority for design and all features should be made as derivatives of these design pillars.
Tell a Story
- Every round tells a new and interesting story.
- Every character is part of this story, and plays a roll.
- Every story needs tension, conflict, drama and an ending.
- All mechanics should be designed to compliment the story we are trying to tell.
No Normalcy
- Everything should be designed to prevent routines from forming, a player should not be doing the same thing as part of their job between every round.
- Every mechanic should be designed to push players to create drama, tension and other interesting scenarios which affect the other player’s experiences.
Immersive Roleplaying
- This is a roleplaying game, the player is an actor in control of their avatar.
- Gameplay should be independent from the skill of the player, whether you are highly skilled or highly unskilled, the gameplay should depend on the skill of your character and not the skill of you as a player.
- The game is designed so that players feel the feelings that their characters feel, if they are meant to be weak and avoiding combat then the player should feel that too.
- Players are given the freedom to play their role as a part in the story. We should never tell a player what they should be feeling at any time and how they should be acting in a particular situation.
- The administrative rules are a core part of the game design and should be aligned with both the gameplay and the game pillars. There should be no rules added that contradict what we are communicating via mechanics (such as forcing players to be non-soldiers when their characters are strong and brave).
Dark, Satirical and Somewhat Comedic
- Life for this space station is not happy and joyful.
- There are many satirical elements.
- There should be funny moments, including deaths which are comedic in a dark way (being sucked out of a breach caused by an asteroid hitting the wall next to you).
Features / Changes
Note that I made this list before finishing all the features, so they might not all actually be implemented.
Refactor of damage and sharpness
Damage has been refactored to be extremely lethal on people that are not wearing armour.
Tell a story: By making damage more lethal, the barrier to entry for a character becoming important is significantly lower. You will be punished for taking the easy way out of ending an interesting story by responding with force and this will have consequences.
No Normalcy: Making damage more punishing reduces the probability of event outcomes being solely self-healing and continuing on with your day. Some penetrative damage, such as organs being struck, is random.
Immersive Roleplaying: We don't need to tell the janitor that they should be avoiding combat as the player is now free to choose to enter combat, which will result in almost certain death.
Dark, Satirical and Somwhat Comedic: Mostly N/A, but it's dark for obvious reasons.
- There are now 2 types of melee damage, blunt and penetrating.
- Penetrating damage applies to the user without being reduced, but can be blocked by penetration armour which converts it into blunt damage.
- If not blocked, penetrating damage will hit organs, cause bleeding and result in delimbing if the bone is destroyed.
- Consciousness damage can cause concussions when applied to the head of unarmoured opponents.
- Sharp attacks deal 3x their standard damage if the user has no penetration protection, which linearly decreases to 1x damage once the user has 20 penetration protection. This makes being unarmoured extremely lethal in combat.
- Adds a new damage type, unconciousness damage. This heals passively over time and adds on top of regular damage (unlike stamina damage). If you are put into crit by unconciousness damage, you will be unable to see or move until you regain conciousness.
- Blunt damage applies 50/50 as regular damage and unconciousness damage.
- Structures being hit by penetrating attacks will now have their contents recieve the attack, but it will be reduced by the penetration resistance of that structure. Lockers and mechs shot by bullets will hit anybody inside of them.
Code-wise damage is now fully standardised:
- deal_damage: Deal damage, running standard armour checks.
- take_direct_damage: Take direct blunt damage, without armour checks.
- take_sharpness_damage: Take direct damage without armour checks caused by penetrating damage.
Complete refactor of armour. Armour is now divided into 5 categories
This change mainly compliments the damage refactor. Penetration is key towards the more lethal damage which was explained in relation to the previous section.
- Penetration: How much the armour resists against penetrating attacks.
- Blunt: How much damage reduction the armour provides against blunt attacks.
- Reflectivity: How much damage reduction the armour provides against light/laser attacks (divided by 2), as well as the chance for those attacks to be reflected.
- Heat: How much the armour protects against thermal attacks such as lasers (50/50 split between heat and reflectivity) and fire.
- Absorption: When armour is attacked, the damage applies to the armour too. Absorption represents the amount that damage is reduced by before applying to the armour. It also represents the armour's ability to protect the user from extreme damages such as explosions.
- Certain protection stats such as radiation and biohazard protection are now just flags, so are 100% or 0%. This allows for gimmick armours such as the rad-suit to exist (as for the way bio and radiation are presented to the player, having 50% feels kind of pointless).
Skills
Skills are a way of differentiating characters and closing the gap between player skill and avatar skill.
Tell a story: By giving each character skills that are independant to player-skill and items, the roster of characters in the world is more diverse which creates greater opportunities for interesting stories to unfold.
No Normalcy: Every character is different, and the stats of other players may affect how the round plays out.
Immersive Roleplaying: If you create a weak character, you will physically be weak gameplay-wise. Your skills determine what you can do as a player, and will affect how you play and think about the environment around you.
Dark, Satirical and Somwhat Comedic: N/A
- Introduces skills, which are assigned to characters via the character creation screen.
- Skills range from 0-20 and generally replace most quirks.
- Skills are modified by some jobs, but otherwise do not change throughout a round.
Specialists (Not done)
Specialists are job roles that can perform specialist taks which other people on the station are incapable of performing. These characters are made to be important to the story and there will be problems if they go missing. Other roles generally exist to support the specialists in their duties.
Tell a story: Specialists are important. If one goes missing then that is a major story event, you can't just do their job yourself as they have special skills that nobody else has.
No Normalcy: If they go missing or are acting crazy, then the round has been pushed out of its standard flow.
Immersive Roleplaying: Only the specialist can perform specialist tasks.
- Specialists have a specific skill that nobody else has, making them very important to the story we are telling in this round.
- If a specialist is not present in a department, then another person in that department will be picked to take on their skills.
- Security Marshal: A single, exceptionally strong officer with very high stats. They are very hard to bring down and are significantly stronger than the rest of the cannon-fodder security guards. They answer to the security director (The HOS), who acts as a coordinator for the department but isn't actually that strong themselves. They are the only member of security who a powerful antagonist would consistently struggle to easilly deal with.
- Surgeon: The surgeon is the only person on the station capable of performing advanced surgeries. While everyone can tend wounds, they are the only one that will be able to fix up exceptionally damaged bodies and revive the dead.
- Phychologist: The phychologist is the only person who can perform psychoanalysis and prevent people from going insane. If someone is experience deep space isolation symptoms, which includes distrust, hallucinations and disorderly conduct then they can help deal with these.
- Geneticist: The geneticist is the only person trained in operating the human printing machine, which is the replacement for cloning. This makes them pretty fucking important. Antagonists should be designed so that they continue to need the geneticist (such as cult revive only being able to revive people as phantoms).
Human Printing & Permadeath (Not implemented)
Cloning and revival has been reworked to introduce more opportunities for interesting stories to develop. It increases the stakes of dying without a soul, while avoiding the problems that come with making all deaths perma-death.
- All crew have a cloning record stored in the cloning machine at round-start.
- Producing a clone can now be performed at any time.
- If you are dead, then you will take over the body of the clone.
- If you are alive, the clone becomes the prime you and you will no longer be revivable on death unless you become the prime again.
- To become the prime, you must kill all other duplicates of yourself and then get a scan at the cloning machine by deleting the old scan.
- Revival surgery is removed, and brain-death occurs after 15 minutes, or less depending on the damage to the brain. If the head or brain is destroyed/remove then this essentially drops to 0.
- You can only be scanned while alive, instead of the current system which only allows scanning when dead.
- While only the geneticist can use the machine, anyone with access to it can delete items from the server. The backup server is replicated with a server in medical, and an off-site backup stored in science on a disk-drive.
- The following different events can take place:
- Accidental production of duplicates, in which the duplicates may fight each other or work together to survive without a backup life.
- The geneticist is killed which prevents revival (as a result, they will become quite the protected role during times of crisis).
- The machine is sabotaged, deleting the local records temporarilly (the machine itself can store 5 local records).
- The server is sabotaged, which prevents storing more than 5 records from being stored.