From 1f8945ef9fe5a7a861110e7fa60425939834afff Mon Sep 17 00:00:00 2001 From: Tea Date: Thu, 28 May 2026 00:57:37 +0200 Subject: [PATCH 1/2] guh --- src/design-proposals/roundflow.md | 102 ++++++++++++++++++++++++++++++ 1 file changed, 102 insertions(+) create mode 100644 src/design-proposals/roundflow.md diff --git a/src/design-proposals/roundflow.md b/src/design-proposals/roundflow.md new file mode 100644 index 00000000..95842cd2 --- /dev/null +++ b/src/design-proposals/roundflow.md @@ -0,0 +1,102 @@ +# Roundflow & Transportation + +| Designers | Implemented | GitHub Links | +|-------|-----|-----| +| Teasq | :x: | TBD | + +## Overview + +The purpose of this document is to redesign 3 facets of Funky's current roundflow: +1. arrivals/joining a round late +2. the build-up to the end of the round - specifically how we could reshape service's roleplay/gameplay and expectations + towards the end of the round +3. and the end of round itself. + +## Background + +1. Currently, late joining via the arrivals shuttle is a very underwhelming experience that adds very + little to a round and creates a colossal logic gap: if the station is a far-off, isolated research outpost, + why can arrivals easily transport people to the station on a regularly scheduled basis> + (oftentimes transporting nobody)? This eliminates the sense of isolation being on this far-off station is + meant to evoke, and isn't logically consistent with how difficult it is to call for off-station reinforcements. +2. There is oftentimes no build-up to the end of the round without direct antagonist interference, the round merely + progresses silently until the 1h50m mark, at which point the shuttle announcement is made and people prepare + to leave the station behind and climb aboard an evac shuttle that detaches them from the consequences of the + events of a round. +3. Lastly, the primary focus of this document, is the evac shuttle and the interactions surrounding it. + Beyond being detached from the actual events of the station, its arrival is very sudden and its + departure is swift (3 minutes). While this does achieve a concrete ending to a round, it does so in away that is + unengaging and unfulfilling. You are forced to drop everything you are doing and make way to evacuation, leaving + everything you and others have achieved behind. + +## Features to be added + +There are several changes required to alleviate or solve the issues mentioned above, which I will compile in a list for +convenience: + +### Mapping +1. Arrivals &Departures. This will replace arrivals and evac as separate entities, and instead unify them into a new + area named Arrivals & Departures, which would ideally be a large airport-like area, with various docking ports to + accommodate shuttles or emergency evacuation in case it needs to be called. +2. The arrivals shuttle. The arrivals shuttle would no longer exist, instead being replaced by various cryosleep areas + around the station: in arrivals & departures and dorms (and potentially more that I cannot think up currently). + This is logically consistent with what the station is: + an isolated outpost wherein the workers are contracted to work aboard for set periods of time - an easy example + being oil rig work, or the Nostromo from Alien. + That is, after all, why long-term accommodations like a high-capacity power grind, a + hydroponics area, a service area AND staff and dorms exist. These stations are, by design, made to be lived + in for extended periods of time. + +### Roundflow & Player Interaction +1. The round-end announcement. This would replace the evac shuttle's "10 minute until departure" announcement. + The primary purpose of it would be to indicate the final act of the round, encouraging everyone to finish their + work and prepare to wind down. The shift would at this point effectively be over, and people would be on break. + This is when the final service event, detailed below, would happen. After 10 minutes, a final announcement would be + made alongside the round-end screen, effectively ending the round after 3 or so minutes. +2. Service events. (outlined here: https://github.com/funky-station/docs/pull/96) An event would ideally be designed to + line up at the end of a round, to create a round-end "happy hour" or pizza party and creating a more + diegetic build-up to the end of the round. This encourages people to wind down at the end of a round, and + builds up a sense of community while simultaneously reinforcing service's role as the bread and circus role. This + also provides people with an opportunity to hand out medals of exemplary service (See the often forgotten medal case + in the captain's office). + +### Gameplay +1. Cryopods. Upon exiting a cryopod, a player will be injected with the same contents as medi-pens and space-pens, + to help kickstart the worker's systems and protect them from potentially harmful workplace environments around + the cryopod area. An animation will be played to show a cryopod coming from the floor, ejecting the player + and disappearing again. This explains how the station can somehow accommodate such a large workforce. + +### Spriting +1. Cryopods. Cryopods will be resprited to accommodate the cryopod changes. + +## Game Design Rationale + +### Seriously Silly +These changes allow a greater chance of meaningful roleplay interactions near the end of the round, by effectively +killing the mad dash to evac that every round currently suffers from and replacing it with a banquet/pizza part/celebration. +This provides a wonderful chance for players to wind down and roleplay, get a last chance to sow chaos, give out +medals and awards, or to simply roleplay out the consequences of what has transpired during the round. + +### Maintaining Authenticity +This deepens the feeling of isolation the station is meant to evoke. There are no regularly scheduled shuttles going +to or from the station, and workers do not arrive to the station as they already live there in cryosleep. +The only time emergency evacuation is called is when there is an actual emergency present or the station's situation +has become genuinely untenable and must be abandoned. + +### Dynamic Environment +The round ending in a less railroady fashion and the inclusion of round-end service events +inherently promotes more dynamic ends to rounds. +It keeps players invested up until the round end screen by keeping the focus where it +should always have been: ***the station***. The round ending no longer forcibly decouples players from the station, +but instead maintains focus on the most dynamic stage of the game and forces everyone to live with the consequences of +what has transpired during the round. + +## Administrative & Server Rule Impact +1. Cryosleep areas may need to be ruled similarly to arrivals and evac, where intentional destruction is discouraged. +2. EORG would potentially no longer be a consideration on the evac shuttle itself, as it no longer exists and instead + would only be a concern during the round-end timer (when the round end screen has popped up). + +## Technical Considerations +1. Cryopods may need a refactor to accommodate the animation of exiting and entering a cryopod. +2. Requires the implementation of service events. +3. Requires the removal of the end-of-round evac shuttle. \ No newline at end of file From 7eece92a6aefbd51cf8adb07500d8f65deaf3e25 Mon Sep 17 00:00:00 2001 From: Tea Date: Sat, 22 Aug 2026 23:14:20 +0200 Subject: [PATCH 2/2] antag considerations --- src/design-proposals/roundflow.md | 16 +++++++++++++--- 1 file changed, 13 insertions(+), 3 deletions(-) diff --git a/src/design-proposals/roundflow.md b/src/design-proposals/roundflow.md index 95842cd2..e6c76d72 100644 --- a/src/design-proposals/roundflow.md +++ b/src/design-proposals/roundflow.md @@ -16,7 +16,7 @@ The purpose of this document is to redesign 3 facets of Funky's current roundflo 1. Currently, late joining via the arrivals shuttle is a very underwhelming experience that adds very little to a round and creates a colossal logic gap: if the station is a far-off, isolated research outpost, - why can arrivals easily transport people to the station on a regularly scheduled basis> + why can arrivals easily transport people to the station on a regularly scheduled basis? (oftentimes transporting nobody)? This eliminates the sense of isolation being on this far-off station is meant to evoke, and isn't logically consistent with how difficult it is to call for off-station reinforcements. 2. There is oftentimes no build-up to the end of the round without direct antagonist interference, the round merely @@ -43,7 +43,7 @@ convenience: This is logically consistent with what the station is: an isolated outpost wherein the workers are contracted to work aboard for set periods of time - an easy example being oil rig work, or the Nostromo from Alien. - That is, after all, why long-term accommodations like a high-capacity power grind, a + That is, after all, why long-term accommodations like a high-capacity power grid, a hydroponics area, a service area AND staff and dorms exist. These stations are, by design, made to be lived in for extended periods of time. @@ -55,7 +55,7 @@ convenience: made alongside the round-end screen, effectively ending the round after 3 or so minutes. 2. Service events. (outlined here: https://github.com/funky-station/docs/pull/96) An event would ideally be designed to line up at the end of a round, to create a round-end "happy hour" or pizza party and creating a more - diegetic build-up to the end of the round. This encourages people to wind down at the end of a round, and + intuitive build-up to the end of the round. This encourages people to wind down at the end of a round, and builds up a sense of community while simultaneously reinforcing service's role as the bread and circus role. This also provides people with an opportunity to hand out medals of exemplary service (See the often forgotten medal case in the captain's office). @@ -66,6 +66,16 @@ convenience: the cryopod area. An animation will be played to show a cryopod coming from the floor, ejecting the player and disappearing again. This explains how the station can somehow accommodate such a large workforce. +### Prospective antagonist changes +Not that many, mostly changing the wording on some objectives to accommodate the new round end. + +1. Traitor. "Kill/maroon" becomes just "Kill". "Escape alive and restrained" becomes "Survive unrestrained" + +2. Round-ending antagonists. The round end announcement will happen as normal and the game will proceed as normal. + With the revised EORG rules, the conflict can proceed as normal until players return to the lobby. This document + is not really intended to solve antagonists & roundstall, so I've decided that simply letting the round end - + although anticlimactic - is the better option between that and the round being stalled, potentially indefinitely. + ### Spriting 1. Cryopods. Cryopods will be resprited to accommodate the cryopod changes.