Add Starbridge scenario narrative progression

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Meta Vens 2026-06-24 11:36:52 +01:00
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@ -684,6 +684,71 @@ The first release should keep these boosts shallow and transparent. The goal is
to make every run feel productive, not to make early runs feel intentionally
underpowered.
Completing the game should also unlock the next scenario. Scenario unlocks are
the content-progression spine: a crew survives one authored co-op crisis, earns
score currency and account investment, then opens the next crisis with a
different starting shape.
Each scenario defines:
- starting base configuration;
- initial station stock and ship availability;
- starting technology availability;
- wave structure and boss sequence;
- faction mix attacking the base;
- faction-specific loot table and recovered technology pool;
- narrative premise and post-run consequence.
The faction mix matters mechanically. A [[Worldbuilding/Pre-Elysium/Factions/Powers/Major/Zhestokost|Zhestokost]]
attack should drop different hardware, pressure different defenses, and reward
different recovery choices than a [[Worldbuilding/Pre-Elysium/Factions/Powers/Major/Cryonix|Cryonix]]
raid, a pirate siege, autonomous probes, or alien-aligned machines. The scenario
is therefore not just a map label. It is a controlled remix of production
history, hostile doctrine, and reward ecology.
This gives Starbridge an episodic release model. New scenarios can arrive as a
steady stream of co-op episodes: compact authored premises, bounded mechanical
twists, new faction mixes, and new recovered technology pools that groups can
work through together without requiring a whole new campaign architecture every
time.
## Narrative
Starbridge's narrative should follow the principles in [[Narrative and Missions]]:
authored pressure inhabiting systemic space. A scenario is not just "wave set
number seven." It is a particular base, under particular attack, for reasons
that expose something about Aetheria's institutions.
The first narrative unit is the defended base:
- who built it;
- who works there;
- what it produces, stores, researches, or protects;
- why the attackers want it destroyed or captured;
- what the crew loses if it falls;
- what uncomfortable thing surviving proves.
The RTS player and pilots do not need long cutscenes during combat. They need
briefings, station chatter, faction voice, boss introductions, post-wave recovery
messages, and end-of-scenario consequences that make the defense feel situated.
Scenario narrative can carry the live-content cadence:
- an emergency defense of a frontier fabricator;
- a station caught in a corporate patent raid;
- a salvage court dispute turning into armed seizure;
- a Cryonix thermal systems trial that becomes a siege;
- a pirate coalition attack on a repair depot;
- an alien probe sequence misread as ordinary raiding until the loot table stops
looking human.
Narrative rewards should stay mostly systemic. A completed scenario can unlock
the next scenario, alter available station stock, add a recovered technology to
future pools, expose a faction's doctrine, or change how later briefings frame
the same war. Starbridge should be able to release episodes constantly because
each episode is a reusable composition of premise, starting configuration,
faction mix, boss sequence, and loot ecology.
## User Interface Direction
### RTS Interface
@ -797,6 +862,9 @@ grow later.
- 1-4 pilot players;
- one defend-the-base map;
- one session mode;
- scenario selection and completion unlocks;
- first scenario definition with starting base, stock, technologies, attacker
mix, and loot table;
- five enemy archetypes;
- small RTS build set;
- one baseline combat ship kit;
@ -817,6 +885,7 @@ grow later.
- wave preview through sensors;
- post-wave upgrade choices;
- meta-progression percentage boost investments;
- episodic scenario metadata for faction mix and recovered technology pools;
- pilot down/respawn loop through launch bay;
- overclock, cooling, and vent interaction;
- drone leashing;
@ -855,6 +924,8 @@ The first release succeeds if:
- pilots always have something physical and useful to do;
- post-wave technology choices make runs diverge in readable ways;
- score currency makes every run feel productive without replacing teamwork;
- completing a scenario unlocks the next co-op episode;
- faction mixes alter enemy pressure and recovered technology loot tables;
- the team loses because of readable tactical failure, not confusion;
- communication clearly improves outcomes;
- the same battle feels different with different player behavior;
@ -875,6 +946,8 @@ The first release succeeds if:
derive from deterministic wave definitions?
- Which pieces of Starbridge meta-progression should map to licenses,
certification, manufacturing reserve, or reset-loop memory?
- What is the first scenario sequence, and how many scenarios should ship before
the live episode cadence begins?
- How much production provenance should station stock expose in the first
release: item quality only, manufacturer identity, or full material history?
- Should boss technologies be framed as research patents, hostile subsystem