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Logan Senjov edited this page Jan 27, 2020
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This is a design document.
Currently called disaster, this is a crisis management simulation on a Black Mesa like facility, for anywhere from 1 to 20+ players. Interaction is via radio commands to small, specialised squads. You have a map and pins, and are expected to move the pins/markers yourself.
- Mostly Frantic: Players should be mostly busy, with occasional calm points and occasional extremely stressful moments
- Point of Contact: Players are points of contacts between teams and each other. Information flow and situational understanding are their main tasks
- Lack of information: The actual thing going wrong can vary wildly, and may have multiple things going wrong at a time. A zombie outbreak may require sealing off the place, a computer virus will require a more technological solution, and an otherworldly invasion yet a different one. Figuring out exactly what is happening is difficult.
- Small, persistent teams to get attached to: Players will only have up to 10 teams (probably more like 6). Each team is specialised, has personality, and gets better over time (and between games). Losing a team should feel horrible. A team won't be lost easily, and will likely only be lost through gross negligence or forcing them into situations they really shouldn't be in (Computer techs trying to battle zombies, soldiers trying to repair an electrical fault)
- Recover: The facility is already boned, and you're coming in as a recovery force
- T minus 5 minutes: The facility is suddenly alerting a high probability of a major disaster very shortly. Position your squads and get them ready to respond
- T minus traitor: The facility is working fine. At least one of you and their squads are traitorous. Determine the traitors and stop them. (Probably not going to be implemented without some serious thought, due to persistent squads)
- One fine day: A regular day. Some things go wrong, but all in all it's fine. Less squads over a much larger area.