Pivot commander progression to Barracks
This commit is contained in:
parent
1419f01eeb
commit
de5bfb94bb
1 changed files with 164 additions and 127 deletions
|
|
@ -67,7 +67,7 @@ season rewards, and scenario unlocks may add entitlement or inventory
|
|||
documents; the Hangar remains the projection over player-owned ships and
|
||||
equipment.
|
||||
|
||||
## Commander Progression Candidates
|
||||
## Commander Progression
|
||||
|
||||
The commander needs a progression layer as sticky as pilot loadout
|
||||
customization. It cannot simply be a persistent station loadout. Scenario
|
||||
|
|
@ -83,46 +83,165 @@ Commander progression candidates should be judged by whether they create real
|
|||
identity, mastery, and buildcraft without smuggling forbidden station assets
|
||||
into a scenario.
|
||||
|
||||
### Real-Time Command Deck
|
||||
### Barracks V1
|
||||
|
||||
The strongest current candidate is a real-time card-command game.
|
||||
The V1 commander progression target is the **Barracks**.
|
||||
|
||||
The commander has a deck, hand, draw pile, cooldown pile, and cadence-based
|
||||
draw. Cards are played during the Starbridge defense to install equipment,
|
||||
upgrade equipment, deploy drones and turrets, activate item behaviors, trigger
|
||||
procedures, and spend emergency protocols. Played cards go into cooldown,
|
||||
discard, exhaust, or debt depending on their type and effect.
|
||||
The Hangar stores machines. The Barracks stores people and minds. Pilots tune
|
||||
ships and loadouts. Commanders build a bridge crew, put that crew under
|
||||
pressure, and live with what the pressure does to them.
|
||||
|
||||
This makes the commander role a full game in the chair:
|
||||
The emotional model is closer to Darkest Dungeon than a collectible card game.
|
||||
Every run puts command staff against the grindstone. They gain skill,
|
||||
procedures, bonds, familiarity with pilots, and enemy-pattern memory. They also
|
||||
accumulate stress, injuries, burnout, trauma, moral damage, faction pressure,
|
||||
firmware scars, illegal habits, and strange command fixations.
|
||||
|
||||
> Pilots fly loadouts. Commanders play decks.
|
||||
The V1 presentation should stay contained:
|
||||
|
||||
Part of the deck comes from the scenario. That scenario deck represents the
|
||||
starting station, local technology, available equipment, faction constraints,
|
||||
damage state, emergency procedures, and salvage context. Part of the deck comes
|
||||
from the commander: persistent command cards, learned procedures, faction
|
||||
licenses, staff habits, and command rig choices. A run can then add temporary
|
||||
cards through boss technology recovery, field salvage, malfunctions, debt, or
|
||||
emergency improvisation.
|
||||
- roster cards and staff dossiers;
|
||||
- active bridge slots;
|
||||
- recovery, treatment, and training slots;
|
||||
- relationship and conflict summaries;
|
||||
- after-action changes;
|
||||
- staff-linked procedures and automation;
|
||||
- no animated portraits;
|
||||
- no walk-around RimWorld-style barracks simulation.
|
||||
|
||||
Possible card classes:
|
||||
The most important visual outcome is not seeing staff wander around. It is
|
||||
seeing staff change.
|
||||
|
||||
- **Install**: place equipment into valid station hull grid cells, still
|
||||
respecting physical cells, adjacency, power, fabrication, and scenario tech.
|
||||
- **Upgrade**: improve, tune, reinforce, or add a behavior mode to installed
|
||||
equipment.
|
||||
- **Deploy**: launch drones, turrets, decoys, sensor buoys, salvage tugs,
|
||||
repair craft, or temporary field structures allowed by the scenario.
|
||||
- **Activate**: trigger item behaviors and arbitrary effects using the same
|
||||
behavior concept as consumables and equipment.
|
||||
- **Procedure**: change priorities, retask automation, reroute power, alter
|
||||
shield behavior, reclassify targets, or issue multi-system commands.
|
||||
- **Emergency**: produce strong saves at the cost of heat, damage, debt,
|
||||
future draw pollution, score penalties, or maintenance consequences.
|
||||
- **Debt/Malfunction**: cards injected by damage, overheating, hacking,
|
||||
under-crewing, illegal shortcuts, or desperate repairs.
|
||||
### Staff Roles
|
||||
|
||||
The resource model should use four command resources:
|
||||
Command staff should affect how the commander operates the scenario's provided
|
||||
station, not which station nouns exist. They can modify warnings, procedures,
|
||||
automation, resource handling, and emergency options while the scenario still
|
||||
owns equipment, salvage, technology, and enemy pressure.
|
||||
|
||||
Candidate staff roles:
|
||||
|
||||
- thermal officer;
|
||||
- fabrication lead;
|
||||
- drone marshal;
|
||||
- fire-control officer;
|
||||
- quartermaster;
|
||||
- rescue coordinator;
|
||||
- signal/witness officer;
|
||||
- faction liaison;
|
||||
- morale/comms officer;
|
||||
- neuromorphic or ship-self advisor;
|
||||
- illegal firmware specialist.
|
||||
|
||||
Staff do not need to be only ordinary humans. Aetheria can include trained
|
||||
officers, faction specialists, embodied ship-selves, advisory firmware,
|
||||
compliance engines, damaged station minds, and other legal or illegal minds
|
||||
allowed onto the command side of the war table.
|
||||
|
||||
### Stress, Growth, And Decay
|
||||
|
||||
Staff progression should create attachment and hesitation.
|
||||
|
||||
After runs, staff can gain:
|
||||
|
||||
- XP and promotions;
|
||||
- new or improved procedures;
|
||||
- better enemy/faction familiarity;
|
||||
- bonds with other staff;
|
||||
- bonds with specific pilots or ships;
|
||||
- commendations and titles;
|
||||
- faction credentials;
|
||||
- black-box insights.
|
||||
|
||||
Staff can also suffer:
|
||||
|
||||
- acute stress;
|
||||
- fatigue and leave requirements;
|
||||
- heat trauma;
|
||||
- overclock addiction;
|
||||
- radiator dread;
|
||||
- rescue obsession;
|
||||
- salvage fixation;
|
||||
- witness compulsion;
|
||||
- illegal firmware dependence;
|
||||
- faction loyalty drift;
|
||||
- contempt for cautious or reckless commanders;
|
||||
- rivalry with another staff member;
|
||||
- refusal to work a specific scenario class;
|
||||
- breakdown, retirement, or loss.
|
||||
|
||||
This is the commander's risk economy. Pilots bring hulls back scorched.
|
||||
Commanders bring minds back altered.
|
||||
|
||||
### Generated Interactions
|
||||
|
||||
The Barracks should use a limited authored pool of releasable characters, with
|
||||
live interactions procedurally generated from character state, run history,
|
||||
relationships, scenario pressure, and faction context.
|
||||
|
||||
Ghostlight, VoidBot, and Epiphany persona turns can generate staff interactions
|
||||
as structured narrative events rather than freeform noise. The generated layer
|
||||
should know the character's stable identity, current stress, relationships,
|
||||
recent failures, recent saves, faction background, and available event type.
|
||||
It should output bounded dialogue, relationship changes, event flags, and
|
||||
operator-facing summaries that the game can store as typed state.
|
||||
|
||||
Weksa vocals can give these interactions voice once the text event is accepted
|
||||
and bounded. Voice should reinforce staff presence without requiring animated
|
||||
portraits or a full barracks life sim.
|
||||
|
||||
V1 should treat generated interactions as authored-bounded events:
|
||||
|
||||
- post-run debriefs;
|
||||
- stress breaks;
|
||||
- bond formation;
|
||||
- rivalry escalation;
|
||||
- staff requesting leave;
|
||||
- staff refusing or demanding assignment;
|
||||
- procedure discovery;
|
||||
- faction contact;
|
||||
- black-box confession;
|
||||
- memorial or recovery moments.
|
||||
|
||||
The generation system must serve continuity. Characters are not disposable
|
||||
text fountains. Their state changes should persist, be inspectable, and affect
|
||||
future runs.
|
||||
|
||||
### Character Release Model
|
||||
|
||||
Aetheria can release a limited pool of command staff over time in a
|
||||
gacha-style cadence: named officers, specialists, firmware advisors, faction
|
||||
liaisons, illegal contractors, and strange command minds. The collection pull
|
||||
is real, but the design should avoid making the commander role depend on
|
||||
predatory availability or opaque power chasing.
|
||||
|
||||
Safer release principles:
|
||||
|
||||
- every commander has a competent baseline staff;
|
||||
- premium or rare staff create style, story, and specialization, not mandatory
|
||||
access to basic command competence;
|
||||
- scenario completion, seasons, faction reputation, and achievements can unlock
|
||||
staff alongside any monetized channel;
|
||||
- staff power is legible through role, stress profile, procedures, and
|
||||
compatibility rather than hidden rarity math;
|
||||
- duplicate pulls, if used, should become training, memories, cosmetics, or
|
||||
safe progression currency rather than a slot-machine cliff.
|
||||
|
||||
The product can borrow the release cadence and excitement of character
|
||||
collection without designing the Barracks as a little extraction engine in a
|
||||
hat.
|
||||
|
||||
### Shelved: Real-Time Command Deck
|
||||
|
||||
The real-time command deck remains a viable alternate or later procedure layer,
|
||||
but it is not the V1 commander progression target.
|
||||
|
||||
In that model, the commander has a deck, hand, draw pile, cooldown pile, and
|
||||
cadence-based draw. Cards install equipment, upgrade equipment, deploy drones
|
||||
and turrets, activate item behaviors, trigger procedures, and spend emergency
|
||||
protocols. The scenario contributes part of the deck so scenario authorship
|
||||
remains intact.
|
||||
|
||||
The four-resource model remains useful even without cards:
|
||||
|
||||
- **Power**: electrical capacity, routing, shields, sensors, weapon systems,
|
||||
drone charging, and immediate station activity.
|
||||
|
|
@ -134,92 +253,10 @@ The resource model should use four command resources:
|
|||
authority, operator focus, predictive modeling, witness activity, and the
|
||||
stranger Aetheria-specific forms of semantic or neuromorphic strain.
|
||||
|
||||
Four resources are enough to create deck identity without making the commander
|
||||
read a tax form while missiles are arriving. Power is what the station can
|
||||
energize. Mass is what it can physically become. Heat is what it can survive
|
||||
doing. Cognition is what it can understand and coordinate.
|
||||
Cards may come back later as staff-authored procedures, emergency protocol
|
||||
bundles, or rig-like command scripts. For V1, the sticky sentence is:
|
||||
|
||||
### Command Rigs As Basis Decks
|
||||
|
||||
Command rigs are a companion idea to the command deck. A rig is the commander
|
||||
equivalent of a hull: a faction or manufacturer themed basis deck plus
|
||||
resource bias and a small set of mechanical affordances.
|
||||
|
||||
The first useful version should go straight to mechanics and skip bespoke UI
|
||||
skins or audio. Cosmetic identity can come later after the rig earns it.
|
||||
|
||||
A V1 command rig defines:
|
||||
|
||||
- basis card ids;
|
||||
- resource bias across Power, Mass, Heat, and Cognition;
|
||||
- compatible card tags;
|
||||
- forbidden or awkward card tags;
|
||||
- one or two signature mechanics;
|
||||
- optional rig-specific debt or malfunction cards;
|
||||
- unlock requirements.
|
||||
|
||||
Example V1 rigs:
|
||||
|
||||
- **AU Industrial Command Rig**: Power/Mass bias. Install, repair, turret, and
|
||||
fabrication cards. First install each wave gets a Mass discount; fabrication
|
||||
cards cool down faster after a clean defensive interval.
|
||||
- **Cryonix Thermal Command Rig**: Heat/Cognition bias. Cooling, prediction,
|
||||
thermal triage, and purge cards. Can preview heat debt and convert some Heat
|
||||
cost into delayed debt once per draw cycle.
|
||||
- **Zhestokost Siege Command Rig**: Mass/Heat bias. Armor, heavy turret,
|
||||
ammunition, rugged repair, and emergency venting cards. Can install into
|
||||
damaged cells; defenses gain durability but create more Heat while firing.
|
||||
- **PSC Compliance Command Rig**: Power/Cognition bias. Witness, legal target
|
||||
classification, protected corridors, and telemetry cards. Witness/authority
|
||||
cards cost less Cognition; pod protection and surrender events improve score.
|
||||
- **Pirate Salvage Command Rig**: Mass/Cognition bias. Salvage theft, spoofing,
|
||||
wreck preservation, and dirty conversion cards. Can convert wreck claims into
|
||||
temporary Mass; illegal plays add Heat, Cognition debt, or reputation risk.
|
||||
|
||||
The scenario still injects the actual station and available tech. A Cryonix
|
||||
commander defending an AU station operates AU machinery through Cryonix thermal
|
||||
doctrine; they do not replace the station with a Cryonix station.
|
||||
|
||||
### Other Sticky Directions To Explore
|
||||
|
||||
Cards are strong because they create collection, draw tension, buildcraft,
|
||||
streamable decisions, and visible clutch moments. Other commander progression
|
||||
ideas need to be just as sticky before they deserve to compete.
|
||||
|
||||
Promising alternatives:
|
||||
|
||||
- **Living Staff**: commanders collect, train, and shape semi-autonomous staff
|
||||
officers who change priorities, warnings, automation, and failure habits.
|
||||
Staff become a persistent crew with scars, preferences, and operational
|
||||
culture rather than passive perk slots.
|
||||
- **Command Language**: commanders build custom named procedures that package
|
||||
pings, drone orders, shield priorities, pilot alerts, and target classes.
|
||||
Friend groups learn a commander's vocabulary: "Spine", "Lantern",
|
||||
"Blackout", "No One Burns".
|
||||
- **Battle Memory**: commanders accumulate tactical ghosts from previous runs:
|
||||
breach points, heat disasters, saves, bad chases, common pirate vectors, and
|
||||
recurring crew habits. The command surface can project learned annotations
|
||||
without giving universal knowledge to a fresh commander.
|
||||
- **Black Box Career**: every commander carries a persistent after-action
|
||||
record of saves, abandoned modules, recovered pods, missiles intercepted,
|
||||
stations lost, and ugly tradeoffs. Unlocks come from demonstrated command
|
||||
style and mastery, not only currency.
|
||||
- **Command Room As Place**: a persistent deck or war room evolves with
|
||||
trophies, black-box scars, faction certifications, pilot patches, recovered
|
||||
artifacts, and visible campaign history. This is identity-heavy but should
|
||||
wait until the mechanical progression proves it deserves a room.
|
||||
- **Emergency Possession**: rare protocols let the commander briefly take
|
||||
direct simplified control of a drone, turret, rescue craft, or subsystem.
|
||||
The chair becomes hands for a dramatic moment, with cost and risk.
|
||||
- **Commander As Witness**: Arena and later Conquest can let advanced
|
||||
commanders serve as witnesses, referees, operators, or dispute analysts for
|
||||
quorum matches. This turns command progression into trusted Verse authority,
|
||||
not only Starbridge base management.
|
||||
|
||||
The design test for all of these is emotional. A pilot should say, "I want to
|
||||
tune my ship." A commander needs an equally strong sentence. "I want to tune my
|
||||
deck" is currently the cleanest candidate. Keep looking for others with that
|
||||
kind of gravity.
|
||||
> Pilots build ships. Commanders build crews.
|
||||
|
||||
## Starbridge
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue