[Design/General] Engineering Progression Tree #19734
Sirryan2002
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Department Progression
Edit 12/31/22: Rewrote the doc now that I have a firm grasp on what I'm doing
Persisting Issues which I'm trying to solve
Since doing a lot of reworks, I've realized a few important things. The game is not ready for an actual credit economy as the supply of money makers and places to spend that money is too low to sustain an actual fun economy. Furthermore, a lot of these issues stem from linear and content-dry department design. Here is the detailed breakdown of these issue:
1) Lack of Player Spending Options:
At the moment, there still needs to be more for players to spend money on, at the moment it only includes clothing, food items, and crates if they so want. However, after the first or second paycheck, there’s little left to be desired that may be traded for in space credits
2) Credits Restricts Engineering rather than establishing choice paths
Now that engineering is endowed with credits that can be spent on crates, the expectation was that this would force departments to make better choices because of scarcity. However, I realize that this scarcity really only serves to slow down engineering rather than force tradeoffs in decision-making. There are a few reasons for this
3) Engineering Department progression is linear
Engineering Department progression for the most part is linear and hard to understand for most players. The goals of the department are to 1) maintain the engine and power the station 2) to complete station goals and 3) to repair the station when it breaks.
3) There is little incentive to use Cargo
I’ve noticed before the rework and even more during the rework that people avoid using the cargo supply console to acquire goods. This is even supported by Blackbox data where many crates in the past 500 rounds have NEVER been ordered. Many crates were only ordered 1-3 times in those 500 rounds as well.
I have some theories for this:
4) Lack of Income Opportunities:
Crew members and departments have little are no ways to make additional funds. Besides paychecks, departments (only service, supply, and science) can make additional funds through exports. Scientists/Roboticists can also make money through job objectives. However, that is every way to make additional money. This means that for the most part, whatever players get from their paychecks, that’s it. This means players have no way to trade goods/time spent in exchange for space credits that they could spend elsewhere.
Proposed Ideas/Next Steps
A) Establishing Branching Progression Paths for Engineering
The department will make an early choice to choose a specific path that unlocks unique toolsets, machines, and functions for the department. Unfortunately, this will entail large content expansions and reworks. The below tree is a mockup of what this progression would look like, however, it's a bit outdated for what exactly I want it to look like.
Proposed Engineering Progression Tree:
At round start, engineering gets to research a module. This module will unlock new base mechanics for players to use in engineering.
The design of each of these progression nodes is that it gives new equipment (for example, the power module gives access to wire pliers, rubber boots, and multimeters) but most importantly each unlocked feature has skill ceilings:
This will all be handled through an “Engineering Department Management Console” which will also serve as a platform for managing employees and department resources/funds. There will additionally be a "player shop" where players can spend their own credits to get equipment or materials that they can use to personalize themselves or progress their characters (a.k.a upgrade themselves)
As I work on this doc I'll explain my decision in more depth.
B) Reimagination of the Supply (Cargo specifically) Department
The current implementation of cargo is flawed. It’s interesting, and I love the idea of importing and exporting things to the station; However, if cargo becomes a necessity for other players, having an absent or unproductive cargo department is devastating. This is why I’m proposing some changes to how it works
Reasoning:
Roadmap
(most of these are their own design docs/projects)
-Inter-module Projects
-Station Goals Overhaul
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