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Remove real-time timer from M4, replace with stage-based urgency
Replace 30-minute countdown timer with narrative-driven urgency: - Stage-based attack progression (5 stages) - Visual/audio urgency indicators (SCADA status, radio chatter) - No automatic failure from taking time - Thoroughness rewarded with tactical advantages Urgency created through: - Narrative progression (attack stages advance) - SCADA system status indicators (green -> yellow -> red) - Robert Chen dialogue reflecting crisis state - Operative radio chatter intensity - Facility alarm states Benefits: - Removes time pressure frustration - Allows exploration and investigation - Rewards careful players - Maintains narrative tension - Player-driven pacing Updated sections: - Game Mechanics: timer -> escalating urgency - Time Pressure System -> Escalating Urgency System - UI Elements: timer display -> stage indicator - Risk Mitigation: timer stress -> urgency balance - Success Criteria: timer tension -> narrative urgency - Next Steps: timer mechanics -> urgency progression Combat and multi-system investigation remain core mechanics.
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@@ -87,7 +87,7 @@ Water treatment facility's SCADA systems show suspicious activity. SAFETYNET sus
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12. **Hostile NPCs (combat)** - First combat encounter with ENTROPY operatives
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13. **Item drops from defeated enemies** - Keycards, passwords, intelligence docs
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14. **Time-pressure objectives** - 30-minute in-game timer for critical path
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14. **Escalating urgency** - Attack progresses through stages as player investigates
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15. **Multi-system investigation** - Correlate evidence from SCADA, network, and physical systems
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---
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@@ -190,24 +190,66 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A
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---
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## Time Pressure System
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## Escalating Urgency System
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### Timer Mechanics
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### Progressive Threat Stages
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**30-Minute In-Game Timer:**
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- Visible countdown on screen
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- Attack triggers at 00:00
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- Tension increases as timer depletes
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**Stage-Based Urgency (No Real-Time Timer):**
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- Attack progresses through narrative stages
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- Player actions advance or delay attack preparation
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- Visual/audio cues indicate progression (not countdown)
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- Tension builds through story events, not clock
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**Time Extensions:**
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- Disable attack staging systems (+5 minutes)
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- Capture operative and extract info (+3 minutes)
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- Find attack timeline documents (+2 minutes)
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### Attack Progression Stages
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**Failure State:**
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- Attack succeeds if timer reaches zero
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- Partial contamination event occurs
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- Mission failure but not game over (continue with consequences)
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**Stage 1: Infiltration (Discovery)**
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- Player discovers facility compromised
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- Attack scheduled but not yet initiated
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- Operatives preparing systems
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**Stage 2: System Compromise (Investigation)**
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- SCADA systems show anomalies
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- Chemical dosing parameters being altered
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- Operatives become aware of player presence if detected
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**Stage 3: Attack Preparation (Crisis)**
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- Attack staging nearly complete
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- Multiple system failures visible
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- Robert Chen warns of critical timeline
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**Stage 4: Final Intervention (Climax)**
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- Attack initiation sequence started
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- Player must disable attack mechanisms
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- Combat with Voltage becomes unavoidable
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**Stage 5: Resolution**
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- Attack prevented or consequences occur
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- Based on player effectiveness, not time elapsed
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### Urgency Indicators (Non-Timer Based)
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**Visual Cues:**
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- SCADA system status indicators (green → yellow → red)
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- Operative radio chatter increasing in urgency
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- Facility alarm states changing
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- Chemical dosing gauges moving toward danger zone
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**Narrative Cues:**
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- Robert Chen's dialogue reflects urgency
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- Agent 0x99 provides intel on attack readiness
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- Captured operatives reveal attack timeline verbally
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- Found documents show attack stages
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**Mechanical Pressure:**
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- Delayed actions allow operatives to fortify positions
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- Ignoring reconnaissance means harder final encounter
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- Thorough investigation provides tactical advantages
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**No Failure State from Delay:**
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- Attack won't trigger automatically after X time
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- Player can take time to explore and investigate
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- Urgency created through narrative, not punishment
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- Thoroughness rewarded with easier confrontation
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---
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@@ -260,9 +302,9 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A
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- Server racks and network equipment
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**UI Elements:**
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- Timer display
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- SCADA system status displays (visual urgency indicators)
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- Combat indicators
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- System status monitors
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- Attack progression stage indicator
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- Alert levels
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### Sound Design
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@@ -357,7 +399,7 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A
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### New Elements
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1. **Combat System** - First mission with hostile NPCs requiring combat
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2. **Time Pressure** - Real-time countdown affecting player decisions
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2. **Stage-Based Urgency** - Attack progresses through narrative stages, not real-time countdown
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3. **Multi-System Investigation** - Correlate evidence from physical, network, and SCADA systems
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4. **Item Drops** - Defeated enemies drop useful items
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5. **Crisis Decision-Making** - Choose between tactical and strategic outcomes
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@@ -369,10 +411,11 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A
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- Provide multiple approaches to each combat encounter
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- Ensure defeat doesn't equal game over
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**Timer Stress:**
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- Provide clear feedback on remaining time
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- Allow time extensions through gameplay
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- Make timer pause during critical dialogues/cutscenes
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**Urgency Balance:**
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- Create tension through narrative progression, not time punishment
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- Reward thorough investigation with tactical advantages
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- No automatic failure from taking time to explore
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- Visual/audio cues convey urgency without strict deadlines
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**SCADA Complexity:**
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- Abstract technical details appropriately for gameplay
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@@ -387,7 +430,7 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A
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- **Completable:** 95%+ of playtesters complete mission in 60-80 minutes
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- **Engaging Combat:** 80%+ report combat was fair and enjoyable
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- **Time Pressure:** 70%+ report timer created tension without frustration
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- **Narrative Urgency:** 70%+ report felt tension without time pressure frustration
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- **Moral Choice:** 50/50 split on major choice (indicates balanced options)
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### Educational Objectives
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@@ -411,7 +454,7 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A
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1. **Proceed to Stage 1:** Develop detailed 3-act narrative structure
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2. **Character Development:** Flesh out Robert Chen, Voltage, and operative personalities
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3. **Combat Design:** Design combat encounters and stealth alternatives
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4. **Timer Mechanics:** Specify exact time budgets and extension conditions
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4. **Urgency Progression:** Design attack progression stages and urgency indicators
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5. **VM Integration:** Map SecGen scenarios to narrative context
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6. **SCADA Research:** Ensure realistic but accessible portrayal of water treatment SCADA
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@@ -423,4 +466,4 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A
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---
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*Mission 4 initialization complete. This mission represents the transition from reconnaissance-focused missions to active crisis response with combat elements. Successfully implementing M4 establishes the combat system and time-pressure mechanics that will be refined in M7-10.*
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*Mission 4 initialization complete. This mission represents the transition from reconnaissance-focused missions to active crisis response with combat elements. Successfully implementing M4 establishes the combat system and narrative-driven urgency mechanics that will be refined in M7-10.*
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