ExcidiumStation / SCP-13

Stage. Commit. Push. 13 times.
GNU Affero General Public License v3.0
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Core gamemode and endgame breach mechanic #38

Open ghost opened 6 years ago

ghost commented 6 years ago

Now to big structural issues.

I want SCP13 to have a single core gamemode, and all other happenings in game are semi-random events and away missions, which going to trigger with some conditions, so it keeps round action-packed(it was called Tensioneer on vg, and i have no idea how it may work in multiplayer nor exact algorithmes) What I need is your ideas about ultimate round-ending conditions, and how to avoid overextension of such rounds.

Endgame condition, in my opinion, might be a full-scaled containment breach. All non-beneficial events should aim on causing as much more damage to containment procedures as possible, and personnel should deal with them and neutralize/recontain all threats. Not all threats can be neutralized/contained permanently, some of them may evolve, which makes their containment even more difficult. It may be constant containment breaches, which leads to another breaches, and then another; or a successful GoI attack which causes a severe damage to a facility; it maybe successful work of stealth antagonists, but the result is always only one. After some threshold of breaches, major power outage happens, as well as Breach.

What is capital B Breach?

All cages are open. All objects on loose. Latejoiners can't spawn as a crew members, only connect as ghosts and wait for a ghost role. All remaining facillity personnel should be considered "original". Massive lockdown on facility for 10-15 minutes, so personnel tries to survive these 10-15 minutes, while also trying to rise their chance of survival by collecting crucial survival items. Then first MTF spawns from ghosts and tries to save facility's crew, recontain objects, or activate bomb and destroy this place. May also spawn hostile GoI's squad to spice things up.

This is endgame premise. What is an actual round ending condition?

-My take is facility personnel. There is no outright win for any side, just stats: how much personnel were killed, how much escaped, minor goals completion. If there is no original crewman left alive and trapped in facility - round ends. -Nuclear explosion is an end to round obviously. -World-ending scenarios, such as Cult victory.(makes gameplay absolutely complicated and doesn't really conform vision about single core gamemode) -If for some reason personnel succeed in recontainment of all SCPs, new shift begins.

What are the goals for different sides?

Original personnel: escape alive. Might also generate some flavour text on round end if player was affected by something (virus, cognitohazard) MTF: extract as much personnel as possible. CI: extract as much SCPs or D-class as possible. Broken God Cult: assemble your god. (makes gameplay absolutely complicated and doesn't really conform vision about single core gamemode) SCPs: Kill as much as possible.

Issues to address: