From 278410b413c0e96f053abfc8fff97fbef8a0fce5 Mon Sep 17 00:00:00 2001 From: "Z. Cliffe Schreuders" Date: Wed, 14 Jan 2026 09:46:33 +0000 Subject: [PATCH] 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. --- .../m04_critical_failure/README.md | 93 ++++++++++++++----- 1 file changed, 68 insertions(+), 25 deletions(-) diff --git a/planning_notes/overall_story_plan/mission_initializations/m04_critical_failure/README.md b/planning_notes/overall_story_plan/mission_initializations/m04_critical_failure/README.md index 1a670a2..015a828 100644 --- a/planning_notes/overall_story_plan/mission_initializations/m04_critical_failure/README.md +++ b/planning_notes/overall_story_plan/mission_initializations/m04_critical_failure/README.md @@ -87,7 +87,7 @@ Water treatment facility's SCADA systems show suspicious activity. SAFETYNET sus 12. **Hostile NPCs (combat)** - First combat encounter with ENTROPY operatives 13. **Item drops from defeated enemies** - Keycards, passwords, intelligence docs -14. **Time-pressure objectives** - 30-minute in-game timer for critical path +14. **Escalating urgency** - Attack progresses through stages as player investigates 15. **Multi-system investigation** - Correlate evidence from SCADA, network, and physical systems --- @@ -190,24 +190,66 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A --- -## Time Pressure System +## Escalating Urgency System -### Timer Mechanics +### Progressive Threat Stages -**30-Minute In-Game Timer:** -- Visible countdown on screen -- Attack triggers at 00:00 -- Tension increases as timer depletes +**Stage-Based Urgency (No Real-Time Timer):** +- Attack progresses through narrative stages +- Player actions advance or delay attack preparation +- Visual/audio cues indicate progression (not countdown) +- Tension builds through story events, not clock -**Time Extensions:** -- Disable attack staging systems (+5 minutes) -- Capture operative and extract info (+3 minutes) -- Find attack timeline documents (+2 minutes) +### Attack Progression Stages -**Failure State:** -- Attack succeeds if timer reaches zero -- Partial contamination event occurs -- Mission failure but not game over (continue with consequences) +**Stage 1: Infiltration (Discovery)** +- Player discovers facility compromised +- Attack scheduled but not yet initiated +- Operatives preparing systems + +**Stage 2: System Compromise (Investigation)** +- SCADA systems show anomalies +- Chemical dosing parameters being altered +- Operatives become aware of player presence if detected + +**Stage 3: Attack Preparation (Crisis)** +- Attack staging nearly complete +- Multiple system failures visible +- Robert Chen warns of critical timeline + +**Stage 4: Final Intervention (Climax)** +- Attack initiation sequence started +- Player must disable attack mechanisms +- Combat with Voltage becomes unavoidable + +**Stage 5: Resolution** +- Attack prevented or consequences occur +- Based on player effectiveness, not time elapsed + +### Urgency Indicators (Non-Timer Based) + +**Visual Cues:** +- SCADA system status indicators (green → yellow → red) +- Operative radio chatter increasing in urgency +- Facility alarm states changing +- Chemical dosing gauges moving toward danger zone + +**Narrative Cues:** +- Robert Chen's dialogue reflects urgency +- Agent 0x99 provides intel on attack readiness +- Captured operatives reveal attack timeline verbally +- Found documents show attack stages + +**Mechanical Pressure:** +- Delayed actions allow operatives to fortify positions +- Ignoring reconnaissance means harder final encounter +- Thorough investigation provides tactical advantages + +**No Failure State from Delay:** +- Attack won't trigger automatically after X time +- Player can take time to explore and investigate +- Urgency created through narrative, not punishment +- Thoroughness rewarded with easier confrontation --- @@ -260,9 +302,9 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A - Server racks and network equipment **UI Elements:** -- Timer display +- SCADA system status displays (visual urgency indicators) - Combat indicators -- System status monitors +- Attack progression stage indicator - Alert levels ### Sound Design @@ -357,7 +399,7 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A ### New Elements 1. **Combat System** - First mission with hostile NPCs requiring combat -2. **Time Pressure** - Real-time countdown affecting player decisions +2. **Stage-Based Urgency** - Attack progresses through narrative stages, not real-time countdown 3. **Multi-System Investigation** - Correlate evidence from physical, network, and SCADA systems 4. **Item Drops** - Defeated enemies drop useful items 5. **Crisis Decision-Making** - Choose between tactical and strategic outcomes @@ -369,10 +411,11 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A - Provide multiple approaches to each combat encounter - Ensure defeat doesn't equal game over -**Timer Stress:** -- Provide clear feedback on remaining time -- Allow time extensions through gameplay -- Make timer pause during critical dialogues/cutscenes +**Urgency Balance:** +- Create tension through narrative progression, not time punishment +- Reward thorough investigation with tactical advantages +- No automatic failure from taking time to explore +- Visual/audio cues convey urgency without strict deadlines **SCADA Complexity:** - Abstract technical details appropriately for gameplay @@ -387,7 +430,7 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A - **Completable:** 95%+ of playtesters complete mission in 60-80 minutes - **Engaging Combat:** 80%+ report combat was fair and enjoyable -- **Time Pressure:** 70%+ report timer created tension without frustration +- **Narrative Urgency:** 70%+ report felt tension without time pressure frustration - **Moral Choice:** 50/50 split on major choice (indicates balanced options) ### Educational Objectives @@ -411,7 +454,7 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A 1. **Proceed to Stage 1:** Develop detailed 3-act narrative structure 2. **Character Development:** Flesh out Robert Chen, Voltage, and operative personalities 3. **Combat Design:** Design combat encounters and stealth alternatives -4. **Timer Mechanics:** Specify exact time budgets and extension conditions +4. **Urgency Progression:** Design attack progression stages and urgency indicators 5. **VM Integration:** Map SecGen scenarios to narrative context 6. **SCADA Research:** Ensure realistic but accessible portrayal of water treatment SCADA @@ -423,4 +466,4 @@ SAFETYNET intelligence shows similar coordinated attacks planned globally. The A --- -*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.* +*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.*