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