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Design Direction 2025

PowerfulBacon edited this page Feb 10, 2025 · 6 revisions

Overview

This is a list of primary design directions for 2025. These are high-level problems which I would like to have a focus on for the following year.

This document is intended to discuss the most important issues that I believe face the codebase, but isn't intended to serve as a design document for implementations or solutions.

This document is to be reviewed in 2026 and will be expanded as new ones come to mind.

Development Directives

The current high-level development goals for the codebase are listed below. These are tasks that the head-developer considers to be milestones to achieve.

All antagonists should be a dominant force in the round

  • Many rounds have long periods (60-90 minutes) of inactivity before sudden action.
  • Antagonists struggle to create drama, leading to dull rounds that drive players away.
  • Goal: Make individual antagonists stronger—not necessarily murderbone capable, but significant threats to crew and security.
  • Detection should not be a game-over point for any antagonists; it should be part of being an antagonist.
  • Dynamic mode will adjust antagonist count to balance more powerful antagonists.
  • Expected outcome: Fewer antagonist rounds, but more engaging ones.

Unify off-station activities

Swing Combat

  • Introduce swing combat and rework melee combat to have secondary 'heavy' attacks on certain weapons.
  • Introduce weapon attack cooldowns per-weapon rather than per-click.
  • Make attack cooldowns per-weapon, so that clicks are not dropped while on cooldown.
  • Work out a way to make hit combat work against both players and structures (precise attack on left, swing on right?)