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.
This commit is contained in:
Claude
2025-12-28 02:18:48 +00:00
parent 1c2df56e9b
commit 4dd53ecd8e

View File

@@ -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.*