Restructure Mission 7 for single-location design (SAFETYNET EOC)

Major design revision to accommodate single floor plan constraint while maintaining
branching narrative and player choice.

Key Changes to README.md:

LOCATION CHANGE:
- Changed from 4 separate physical facilities to single SAFETYNET Emergency Operations
  Center (EOC)
- Player remains in SAFETYNET HQ throughout mission
- 4 crisis response zones within same facility
- Player chooses which crisis terminal to directly control
- Other SAFETYNET teams (Alpha/Bravo/Charlie/Delta) visible working in adjacent zones

FLOOR PLAN DESIGN:
- 6 shared rooms (all branches visit these):
  1. Emergency Briefing Room (choice presentation)
  2. Main Operations Floor (central hub with all 4 crisis zones visible)
  3. Server Room (VM challenges)
  4. Communications Center (The Architect's taunts)
  5. Intelligence Archive (Tomb Gamma discovery)
  6. Debrief Room (outcomes revealed)

- 1 branch-specific crisis terminal (player's choice determines which):
  7A. Infrastructure Crisis Terminal (power grid remote control)
  7B. Election Security Terminal (voter database protection)
  7C. Supply Chain Terminal (software distribution security)
  7D. Corporate Defense Terminal (corporate zero-day defense)

NPC INTERACTION MODEL:
- ENTROPY antagonists appear via video feeds/screens (not physically present in EOC)
- Maintains distinct antagonists per branch without violating single-location constraint
- Player interacts with remote operatives through crisis terminal displays

FILE STRUCTURE SIMPLIFICATION:
- Changed from 4 separate scenario files to 1 scenario.json.erb with ERB branching logic
- Uses globalVariable "crisis_choice" to conditionally render crisis terminal content
- Dramatically reduces development complexity while preserving 4 distinct narratives

TECHNICAL APPROACH:
- ERB conditionals switch crisis terminal NPCs/objects based on player choice
- Shared rooms identical for all players (easier testing/maintenance)
- VM challenges reusable across all branches
- LORE reveals centralized in Intelligence Archive
- Timer mechanic consistent regardless of choice

BRANCHING PRESERVATION:
-  Still 4 distinct story paths (Infrastructure/Data/Supply Chain/Corporate)
-  Still meaningful choice with permanent consequences
-  Still deterministic outcomes matrix for unchosen operations
-  Still unique antagonists per branch (via video feeds)
-  Still branch-specific technical challenges at crisis terminals

BENEFITS:
- Drastically reduces development time (1 scenario vs 4)
- Easier to maintain consistency across branches
- Simpler testing (test shared rooms once, then 4 crisis terminal variations)
- Cleaner file structure
- More realistic (command center coordination vs field deployment)

Next Steps:
- Update stage 0 planning documents to reflect single-location design
- Begin scenario.json.erb implementation with shared rooms
- Implement choice mechanism in Emergency Briefing Room
- Build crisis terminal templates
This commit is contained in:
Claude
2026-01-10 00:31:50 +00:00
parent ac23d5c688
commit 91068c532a

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@@ -12,31 +12,101 @@ The Architect's coordinated attack launches simultaneously across four targets.
This is a **branching mission** where the player makes a critical choice at the start that determines the entire scenario they will play. All four options share common mechanics but have unique settings, NPCs, and narrative contexts.
## Four Simultaneous Operations (Player Chooses ONE)
## Single Location: SAFETYNET Crisis Operations Center
### Option A: "Infrastructure Collapse" (Critical Mass Cell)
**Setting:** Power grid control facility
**Threat:** Major city blackout, high civilian casualties
**Setting:** SAFETYNET headquarters - Emergency Operations Center (EOC)
**Layout:** Single floor plan with 4 specialized crisis response zones
**Context:** All 4 simultaneous attacks are being monitored and coordinated from this central command facility
The player is physically in the SAFETYNET EOC throughout the mission. The "choice" determines which crisis terminal/zone they take direct control of, while other SAFETYNET teams handle the remaining operations from adjacent zones.
## Four Crisis Response Zones (Player Chooses ONE to Directly Control)
### Zone A: "Infrastructure Collapse" (Critical Mass Cell)
**Terminal Focus:** Power grid control systems
**Remote Target:** Pacific Northwest power grid
**Threat:** Major city blackout, high civilian casualties (240-385 deaths)
**Stakes:** Immediate loss of life vs. long-term infrastructure damage
**Cell Leader:** Marcus "Blackout" Chen - Critical Mass coordinator
**SAFETYNET Team:** Team Alpha monitors from adjacent zone
### Option B: "Data Apocalypse" (Ghost Protocol + Social Fabric)
**Setting:** Data center / election systems facility
### Zone B: "Data Apocalypse" (Ghost Protocol + Social Fabric)
**Terminal Focus:** Election security and data protection systems
**Remote Target:** Federal voter database and election infrastructure
**Threat:** Massive data breach + coordinated disinformation targeting elections
**Stakes:** Democratic integrity, election manipulation, public trust collapse
**Cell Leaders:** Ghost Protocol hacker + Social Fabric narrative coordinator
**Stakes:** 187M records stolen, democratic integrity, 20-40 deaths from civil unrest
**SAFETYNET Team:** Team Bravo monitors from adjacent zone
### Option C: "Supply Chain Infection" (Supply Chain Saboteurs)
**Setting:** Software distribution center
**Threat:** Nationwide software supply chain backdoor insertion
**Stakes:** Long-term espionage capability, millions of systems compromised
**Cell Leader:** Supply Chain Saboteurs operations manager
### Zone C: "Supply Chain Infection" (Supply Chain Saboteurs)
**Terminal Focus:** Software distribution and signing infrastructure
**Remote Target:** TechForge software update platform
**Threat:** Nationwide software supply chain backdoor insertion (47M systems)
**Stakes:** Long-term espionage capability, $240-420B damage over 10 years
**SAFETYNET Team:** Team Charlie monitors from adjacent zone
### Option D: "Corporate Warfare" (Digital Vanguard + Zero Day Syndicate)
**Setting:** Fortune 500 corporate headquarters
**Threat:** Coordinated zero-day attacks on major companies
**Stakes:** Economic damage, market instability, corporate espionage
**Cell Leaders:** Digital Vanguard + Zero Day Syndicate coordinators
### Zone D: "Corporate Warfare" (Digital Vanguard + Zero Day Syndicate)
**Terminal Focus:** Corporate security and zero-day defense systems
**Remote Target:** 12 Fortune 500 corporations via TechCore SOC
**Threat:** Coordinated zero-day attacks, economic collapse
**Stakes:** $280-420B economic damage, 140K-220K job losses, 80-140 deaths
**SAFETYNET Team:** Team Delta monitors from adjacent zone
## SAFETYNET EOC Floor Plan (Shared Across All Branches)
**Location:** SAFETYNET headquarters underground facility
**Single Floor Layout with Common Rooms:**
### Shared Rooms (All Branches)
1. **Emergency Briefing Room** - Pre-mission choice presentation, Agent 0x99 coordinates
2. **Main Operations Floor** - Central hub, see all 4 crisis zones, other teams working
3. **Server Room** - VM access point, SecGen "Putting it together" challenges
4. **Communications Center** - The Architect's taunts appear here, intercept ENTROPY comms
5. **Intelligence Archive** - Discover Tomb Gamma location, SAFETYNET mole evidence
6. **Debrief Room** - Post-mission outcomes revealed
### Branch-Specific Crisis Terminals (Player Chooses ONE)
7A. **Infrastructure Crisis Terminal** - Power grid control systems (if player chooses Zone A)
7B. **Election Security Terminal** - Voter database protection (if player chooses Zone B)
7C. **Supply Chain Terminal** - Software distribution security (if player chooses Zone C)
7D. **Corporate Defense Terminal** - Zero-day mitigation systems (if player chooses Zone D)
**Layout Design:**
```
┌─────────────────────────────────────────────────┐
│ Emergency Briefing Room (Choice Presentation) │
└──────────────────┬──────────────────────────────┘
┌──────────────────▼──────────────────────────────┐
│ Main Operations Floor │
│ ┌──────┐ ┌──────┐ ┌──────┐ ┌──────┐ │
│ │Zone A│ │Zone B│ │Zone C│ │Zone D│ │
│ │Team │ │Team │ │Team │ │Team │ │
│ │Alpha │ │Bravo │ │Charlie│ │Delta │ │
│ └──────┘ └──────┘ └──────┘ └──────┘ │
│ │
│ [Player takes control of ONE zone] │
└─────┬──────────────┬──────────────┬─────────────┘
│ │ │
▼ ▼ ▼
┌─────────┐ ┌────────────┐ ┌──────────────┐
│ Server │ │Communica- │ │Intelligence │
│ Room │ │tions Center│ │ Archive │
│(VM/CTF) │ │(Architect) │ │(Tomb Gamma) │
└─────────┘ └────────────┘ └──────────────┘
┌────────────────────────┐
│ Debrief Room │
│ (Outcomes Revealed) │
└────────────────────────┘
```
**How Branching Works:**
- Player starts in Emergency Briefing Room (all branches identical)
- Makes choice → gains access to ONE crisis terminal on Main Operations Floor
- All shared rooms accessible regardless of choice
- Player's chosen crisis terminal becomes "active" with unique NPCs and challenges
- Other 3 zones show SAFETYNET teams working (background activity)
- Debrief room reveals outcomes of all 4 operations (deterministic based on choice)
## Shared Mechanics Across All Options
@@ -54,46 +124,66 @@ This is a **branching mission** where the player makes a critical choice at the
- Disable coordinated attack before timer expires
### Narrative Beats (Shared)
1. **Emergency briefing** - All four attacks detected, player chooses
2. **Intense infiltration** - Race against clock at chosen target
3. **First contact with The Architect** - Voice only, taunting remotely
4. **Disable attack** - With seconds remaining
5. **Immediate debrief** - Learn outcomes of other operations
1. **Emergency briefing** - All four attacks detected simultaneously, Agent 0x99 presents crisis
2. **Choice moment** - Player chooses which crisis terminal to take direct control of
3. **Race against clock** - 30-minute timer, work with other teams visible in background
4. **First contact with The Architect** - Taunts via Communications Center throughout
5. **VM exploitation** - Server Room challenges apply to chosen crisis
6. **Disable attack** - Crisis terminal-specific sequence with seconds remaining
7. **Immediate debrief** - Learn outcomes of all 4 operations in Debrief Room
## Branching Structure Design
### Pre-Mission: Choice Sequence
Player is presented with crisis briefing showing all four operations:
- Agent 0x99 explains each threat
- Stakes and consequences outlined
- Player makes informed choice
- Other SAFETYNET teams deploy to remaining targets
### Pre-Mission: Emergency Briefing Room
Player starts in SAFETYNET EOC Emergency Briefing Room:
- Agent 0x99 explains all four simultaneous crises
- Display screens show each attack in progress
- Stakes and consequences outlined for each option
- Player makes informed choice of which crisis to take direct control
- Other SAFETYNET teams visible at their crisis terminals
### During Mission: Chosen Scenario
Player experiences one complete scenario based on choice:
- Unique location, NPCs, and story context
- Shared timer mechanic (30 minutes in-game)
- Shared VM challenge structure
- The Architect taunts via audio/text communications
### During Mission: Single Location, Branching Gameplay
Player remains in SAFETYNET EOC throughout mission:
- **Shared rooms:** All players visit same Server Room, Communications Center, Intelligence Archive
- **Branching element:** Player's chosen crisis terminal determines:
- Which NPCs they interact with (ENTROPY operatives appearing on screens/video feeds)
- Which technical systems they exploit
- Which narrative they experience
- **Background activity:** Other 3 crisis zones show SAFETYNET teams working (ambient NPCs)
- **Shared timer:** 30-minute countdown visible on all screens
- **The Architect:** Taunts appear in Communications Center regardless of choice
### Post-Mission: Outcomes Matrix
Based on player choice and performance:
### Post-Mission: Debrief Room Outcomes
All players end in same Debrief Room:
- **Player's operation:** Success or failure (performance-based)
- **Operation 1 (unchosen):** Full success (team got lucky)
- **Operation 2 (unchosen):** Partial success (mitigated, not stopped)
- **Operation 3 (unchosen):** Failure (attack succeeded)
- **Operation 1 (unchosen):** Full success (Team got lucky)
- **Operation 2 (unchosen):** Partial success (Mitigated, not stopped)
- **Operation 3 (unchosen):** Failure (Attack succeeded)
- Which unchosen operations succeed/fail is **deterministic** based on player's choice
Which unchosen operations succeed/fail is **deterministic** based on player's choice.
**Example Outcome Matrix:**
- **If player chose Infrastructure (A):** Data (B) partial success, Supply Chain (C) full success, Corporate (D) failure
- **If player chose Data (B):** Infrastructure (A) failure, Supply Chain (C) partial success, Corporate (D) full success
- **If player chose Supply Chain (C):** Infrastructure (A) partial success, Data (B) full success, Corporate (D) failure
- **If player chose Corporate (D):** Infrastructure (A) full success, Data (B) failure, Supply Chain (C) partial success
## Key NPCs
### Shared NPCs
- **Agent 0x99 "Haxolottle"** - Command support, coordinates response, visible stress
- **The Architect** - First appearance (voice/text only), taunts player throughout
- **SAFETYNET Teams Alpha/Bravo/Charlie** - Handle unchosen operations (referenced)
### Shared NPCs (All Branches)
- **Agent 0x99 "Haxolottle"** - Present in Emergency Briefing Room and Debrief Room, coordinates all operations
- **Director Patricia Morgan** - SAFETYNET Director, appears in Debrief Room to deliver consequences
- **The Architect** - First direct contact (text messages in Communications Center), taunts throughout
- **SAFETYNET Team Leads** - Team Alpha/Bravo/Charlie/Delta (3 teams player doesn't control, visible working in background)
- **Tech Analyst David Chen** - Server Room assistant, helps with VM challenges
### Option-Specific NPCs
Each option has 2-3 hostile ENTROPY operatives and 1-2 cell leaders to confront.
### Branch-Specific NPCs (Via Video Feeds/Screens)
Each branch features ENTROPY operatives appearing on crisis terminal screens:
- **Option A:** Marcus "Blackout" Chen (Critical Mass) - at power grid facility
- **Option B:** "Specter" + Rachel Morrow (Ghost Protocol + Social Fabric) - at election center
- **Option C:** Adrian Cross (Supply Chain Saboteurs) - at TechForge facility
- **Option D:** Victoria "V1per" Zhang + Marcus "Shadow" Chen (Digital Vanguard + Zero Day Syndicate) - at TechCore SOC
**Key Design Note:** ENTROPY operatives don't physically infiltrate SAFETYNET EOC. Player interacts with them via video feeds, intercepted communications, and crisis terminal displays. This maintains single-location constraint while preserving distinct antagonists per branch.
## LORE Opportunities
@@ -160,47 +250,104 @@ Each option can be developed independently:
## File Structure
**Single Location Design - One Scenario File with Branching Logic:**
```
scenarios/m07_architects_gambit/
├── README.md (this file)
├── README.md (this file - design overview)
├── mission.json (metadata with CyBOK mappings)
├── scenario_choice.json.erb (pre-mission choice sequence)
├── scenario_option_a_infrastructure.json.erb
├── scenario_option_b_data.json.erb
├── scenario_option_c_supply_chain.json.erb
├── scenario_option_d_corporate.json.erb
├── scenario.json.erb (SINGLE scenario file with branching via player choice variable)
│ # Contains all 7 shared rooms + conditional crisis terminals based on choice
│ # Rooms 1-6 identical for all players
│ # Room 7 (crisis terminal) varies: 7A, 7B, 7C, or 7D based on globalVariable "crisis_choice"
├── ink/
│ ├── m07_opening_briefing.ink (choice presentation)
│ ├── m07_phone_agent_0x99.ink (handler support, all options)
│ ├── m07_architect_taunts.ink (The Architect's communications)
│ ├── m07_closing_debrief.ink (outcomes reveal)
│ ├── m07_option_a_npcs.ink
│ ├── m07_option_b_npcs.ink
│ ├── m07_option_c_npcs.ink
── m07_option_d_npcs.ink
│ ├── m07_opening_briefing.ink (Emergency Briefing Room - choice presentation)
│ ├── m07_phone_agent_0x99.ink (agent handler support - all branches)
│ ├── m07_architect_comms.ink (Communications Center - The Architect taunts)
│ ├── m07_closing_debrief.ink (Debrief Room - outcomes based on choice and performance)
│ ├── m07_crisis_terminal_a.ink (Infrastructure Crisis Terminal NPCs - Marcus Chen via video)
│ ├── m07_crisis_terminal_b.ink (Election Security Terminal NPCs - Specter + Rachel via video)
│ ├── m07_crisis_terminal_c.ink (Supply Chain Terminal NPCs - Adrian Cross via video)
── m07_crisis_terminal_d.ink (Corporate Defense Terminal NPCs - Victoria + Marcus via video)
│ └── m07_director_morgan.ink (Director Patricia Morgan - debrief authority figure)
└── planning/
├── stage_0_option_a.md
├── stage_0_option_b.md
├── stage_0_option_c.md
└── stage_0_option_d.md
├── stage_0_option_a_infrastructure.md (original design - now adapted)
├── stage_0_option_b_data.md (original design - now adapted)
├── stage_0_option_c_supply_chain.md (original design - now adapted)
└── stage_0_option_d_corporate.md (original design - now adapted)
```
**How Single-Scenario Branching Works:**
The scenario.json.erb uses conditional logic based on `globalVariables.crisis_choice`:
```json
{
"globalVariables": {
"crisis_choice": "", // Set to "infrastructure", "data", "supply_chain", or "corporate"
"crisis_choice_made": false,
...
},
"rooms": {
"emergency_briefing": { /* Choice made here */ },
"operations_floor": { /* Shared room */ },
"server_room": { /* Shared VM room */ },
"communications_center": { /* Shared, Architect appears */ },
"intelligence_archive": { /* Shared, Tomb Gamma discovery */ },
// Conditional crisis terminal - only ONE appears based on choice
"crisis_terminal": {
"type": "<%= crisis_choice == 'infrastructure' ? 'room_control_center' :
crisis_choice == 'data' ? 'room_servers' :
crisis_choice == 'supply_chain' ? 'room_office' :
'room_office' %>",
"npcs": "<%= /* Load appropriate NPC set based on choice */ %>",
...
},
"debrief_room": { /* Shared, outcomes revealed */ }
}
}
```
This approach:
- ✅ Single floor plan (all players visit same rooms 1-6)
- ✅ Branching narrative (crisis terminal content varies)
- ✅ Maintains 4 distinct story paths
- ✅ Simpler to develop and test than 4 separate scenarios
- ✅ Shared VM challenges, timer, and mechanics
- ✅ Reduces file duplication significantly
## Development Notes
**Complexity Warning:** This is the most complex mission in Season 1. It requires:
- 4 complete scenario files (essentially 4 mini-missions)
- Single scenario file with branching ERB logic
- Choice mechanism that sets global variable
- Shared timer and consequence systems
- Branching narrative tracking
- Branching narrative within same location
- Variable outcome matrix
- 4 distinct crisis terminal implementations
**Recommended Approach:**
1. Build shared systems first (choice, timer, outcomes)
2. Develop one complete option as template
3. Clone and modify for remaining options
4. Test all paths thoroughly
1. **Phase 1:** Build shared rooms (Emergency Briefing, Operations Floor, Server Room, Communications Center, Intelligence Archive, Debrief Room)
2. **Phase 2:** Implement choice mechanism in Emergency Briefing Room (set crisis_choice variable)
3. **Phase 3:** Build ONE crisis terminal completely (e.g., Option A Infrastructure) as template
4. **Phase 4:** Clone crisis terminal logic for Options B, C, D with unique NPCs and dialogue
5. **Phase 5:** Implement Debrief Room with deterministic outcomes matrix
6. **Phase 6:** Test all 4 paths thoroughly
**Technical Considerations:**
- How does game engine handle scenario selection based on player choice?
- Timer implementation needs to be robust across all scenarios
- Outcome tracking must persist to M8-10
- The Architect's taunts should feel consistent across options
- ERB conditional logic must cleanly switch crisis terminal content based on globalVariable
- Timer implementation must work consistently regardless of choice
- Outcome tracking must persist to M8-10 via campaign state
- The Architect's taunts in Communications Center should reference player's choice contextually
- NPC dialogues via video feeds must feel present despite remote locations
- Background SAFETYNET teams should show appropriate activity in unchosen zones
**Single-Location Benefits:**
- ✅ Drastically reduces development time (1 scenario file vs. 4)
- ✅ Easier to maintain consistency (shared rooms identical across branches)
- ✅ VM challenges reusable (same Server Room for all players)
- ✅ LORE reveals centralized (Intelligence Archive shared)
- ✅ The Architect presence consistent (same Communications Center)
- ✅ Simpler testing (test shared rooms once, then test 4 crisis variations)