diff --git a/scenarios/m07_architects_gambit/README.md b/scenarios/m07_architects_gambit/README.md index c04fff1..45554aa 100644 --- a/scenarios/m07_architects_gambit/README.md +++ b/scenarios/m07_architects_gambit/README.md @@ -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)