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Pre-Breach gameplay and spawn mechanics #39

@ghost

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Pre-Breach/Normal Workflow/Normal stage

Breach is a cool concept for a game, but it would be waste to not actually give player their portion of roleplaying action. So there is also normal, pre-breach state of the round to implement.
It's just where the round begins. Facility powered, cells locked, and personnel can do anything they want, sometimes dealing with threats. There is a vast directions for research, direct experiments on objects, containment maintenance, and resource support.
D-class is obviously most vulnerable job. It's probably too risky way to play, and may also turn out to be boring, so it requires really much designing&thinking time. Should promise some benefits for too much risks? Or make it an only choice for new players, or make a whitelist for jobs, or just leave them mindless for Normal Stage? There are many direction we may take.

Spawn mechanic

Endgame Breach forbids latejoin. There was a proposal to make latejoin players to join in waves, which happens each 5-7 minutes. It means player should stand for 5-7 minute and stare at lobby screen? To make it less boring we can make an actual Lobby Zone, where a player can move and interact with items in special area while being invencible. There might be some entertaining activities like VR-training(might be good for new players), some games, and... maybe something else. Once wave timer goes off, all players who clicked "ready" spawns at facility entrance, with maybe exception of D-class which spawns at their own living area. Any suggestions?

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