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| # Roundflow & Transportation | ||
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| | Designers | Implemented | GitHub Links | | ||
| |-------|-----|-----| | ||
| | Teasq | :x: | TBD | | ||
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| ## Overview | ||
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| The purpose of this document is to redesign 3 facets of Funky's current roundflow: | ||
| 1. arrivals/joining a round late | ||
| 2. the build-up to the end of the round - specifically how we could reshape service's roleplay/gameplay and expectations | ||
| towards the end of the round | ||
| 3. and the end of round itself. | ||
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| ## Background | ||
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| 1. Currently, late joining via the arrivals shuttle is a very underwhelming experience that adds very | ||
| little to a round and creates a colossal logic gap: if the station is a far-off, isolated research outpost, | ||
| why can arrivals easily transport people to the station on a regularly scheduled basis> | ||
| (oftentimes transporting nobody)? This eliminates the sense of isolation being on this far-off station is | ||
| meant to evoke, and isn't logically consistent with how difficult it is to call for off-station reinforcements. | ||
| 2. There is oftentimes no build-up to the end of the round without direct antagonist interference, the round merely | ||
| progresses silently until the 1h50m mark, at which point the shuttle announcement is made and people prepare | ||
| to leave the station behind and climb aboard an evac shuttle that detaches them from the consequences of the | ||
| events of a round. | ||
| 3. Lastly, the primary focus of this document, is the evac shuttle and the interactions surrounding it. | ||
| Beyond being detached from the actual events of the station, its arrival is very sudden and its | ||
| departure is swift (3 minutes). While this does achieve a concrete ending to a round, it does so in away that is | ||
| unengaging and unfulfilling. You are forced to drop everything you are doing and make way to evacuation, leaving | ||
| everything you and others have achieved behind. | ||
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| ## Features to be added | ||
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| There are several changes required to alleviate or solve the issues mentioned above, which I will compile in a list for | ||
| convenience: | ||
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| ### Mapping | ||
| 1. Arrivals &Departures. This will replace arrivals and evac as separate entities, and instead unify them into a new | ||
| area named Arrivals & Departures, which would ideally be a large airport-like area, with various docking ports to | ||
| accommodate shuttles or emergency evacuation in case it needs to be called. | ||
| 2. The arrivals shuttle. The arrivals shuttle would no longer exist, instead being replaced by various cryosleep areas | ||
| around the station: in arrivals & departures and dorms (and potentially more that I cannot think up currently). | ||
| This is logically consistent with what the station is: | ||
| an isolated outpost wherein the workers are contracted to work aboard for set periods of time - an easy example | ||
| being oil rig work, or the Nostromo from Alien. | ||
| That is, after all, why long-term accommodations like a high-capacity power grind, a | ||
| hydroponics area, a service area AND staff and dorms exist. These stations are, by design, made to be lived | ||
| in for extended periods of time. | ||
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| ### Roundflow & Player Interaction | ||
| 1. The round-end announcement. This would replace the evac shuttle's "10 minute until departure" announcement. | ||
| The primary purpose of it would be to indicate the final act of the round, encouraging everyone to finish their | ||
| work and prepare to wind down. The shift would at this point effectively be over, and people would be on break. | ||
| This is when the final service event, detailed below, would happen. After 10 minutes, a final announcement would be | ||
| made alongside the round-end screen, effectively ending the round after 3 or so minutes. | ||
| 2. Service events. (outlined here: https://github.com/funky-station/docs/pull/96) An event would ideally be designed to | ||
| line up at the end of a round, to create a round-end "happy hour" or pizza party and creating a more | ||
| diegetic build-up to the end of the round. This encourages people to wind down at the end of a round, and | ||
| builds up a sense of community while simultaneously reinforcing service's role as the bread and circus role. This | ||
| also provides people with an opportunity to hand out medals of exemplary service (See the often forgotten medal case | ||
| in the captain's office). | ||
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| ### Gameplay | ||
| 1. Cryopods. Upon exiting a cryopod, a player will be injected with the same contents as medi-pens and space-pens, | ||
| to help kickstart the worker's systems and protect them from potentially harmful workplace environments around | ||
| the cryopod area. An animation will be played to show a cryopod coming from the floor, ejecting the player | ||
| and disappearing again. This explains how the station can somehow accommodate such a large workforce. | ||
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| ### Spriting | ||
| 1. Cryopods. Cryopods will be resprited to accommodate the cryopod changes. | ||
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| ## Game Design Rationale | ||
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| ### Seriously Silly | ||
| These changes allow a greater chance of meaningful roleplay interactions near the end of the round, by effectively | ||
| killing the mad dash to evac that every round currently suffers from and replacing it with a banquet/pizza part/celebration. | ||
| This provides a wonderful chance for players to wind down and roleplay, get a last chance to sow chaos, give out | ||
| medals and awards, or to simply roleplay out the consequences of what has transpired during the round. | ||
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| ### Maintaining Authenticity | ||
| This deepens the feeling of isolation the station is meant to evoke. There are no regularly scheduled shuttles going | ||
| to or from the station, and workers do not arrive to the station as they already live there in cryosleep. | ||
| The only time emergency evacuation is called is when there is an actual emergency present or the station's situation | ||
| has become genuinely untenable and must be abandoned. | ||
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| ### Dynamic Environment | ||
| The round ending in a less railroady fashion and the inclusion of round-end service events | ||
| inherently promotes more dynamic ends to rounds. | ||
| It keeps players invested up until the round end screen by keeping the focus where it | ||
| should always have been: ***the station***. The round ending no longer forcibly decouples players from the station, | ||
| but instead maintains focus on the most dynamic stage of the game and forces everyone to live with the consequences of | ||
| what has transpired during the round. | ||
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| ## Administrative & Server Rule Impact | ||
| 1. Cryosleep areas may need to be ruled similarly to arrivals and evac, where intentional destruction is discouraged. | ||
| 2. EORG would potentially no longer be a consideration on the evac shuttle itself, as it no longer exists and instead | ||
| would only be a concern during the round-end timer (when the round end screen has popped up). | ||
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| ## Technical Considerations | ||
| 1. Cryopods may need a refactor to accommodate the animation of exiting and entering a cryopod. | ||
| 2. Requires the implementation of service events. | ||
| 3. Requires the removal of the end-of-round evac shuttle. | ||
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Probably worth having a couple in medical both because its where SSD people generaly get dropped off, and because IC it lets you get a checkup before heading out to your job