---
# System prepended metadata

title: Design Discussion Thing
tags: [Deprecated]

---


# Design Discussion Thing

###### tags: `Deprecated`

- Things to talk about
    - What we want to talk about in further meetings
    - **How we want to stay organized as a team**/keep what we need to do in order
    - Really important broad scale development things 
    - Solidify "Mission Statements"
    - Figure out what order we do Important Things in relation to that
    - what is the "Point" of the "Things" we are "Doing"
    - tmts things: 
        - 1. how long are rounds 
        - 2. how are they structured (what drives them forward, how do they end) 
        - 3. how do different player-controlled ships relate to each other (avoid having a "main ship" as much as is possible)

## What these sessions should be about/How we want to stay organized as a team
- Coordinate and direct code additions so that they're more meaningful
- scrum-like?
    - we have a meeting to discuss what we want to work on next
    - at the next meeting we talk about any issues completing the tasks, if there were any, and if there weren't, we move onto a next set of things to do
    - this allows us to complete a list of stuff to do and then we... do it
    - we get to make a discord channel where we can tick off features :) :heavy_check_mark: :ballot_box_with_check: :white_check_mark: 🗿 <- czechmark
    - we all need to have a few things prepared or at least in our minds that we want to suggest be added next
    - we can use a kanban board (todo -> doing -> done boards) to show what we plan to do in the future (todo) what we're doing right now in the current meeting (doing) and done stuff (done stuff)
    - tbh we didn't actually use kanban boards in line with the proper dev stuff, we just used it as it's own thing
    - I will literally buy sticky notes and a webcam dont fuck with me just watch
    - 

## "Really important development things"
- development pillars (totally not stealing this from paradox because vicky 3 came out and they talked about development pillars and it seemed relatableish)
- Basically 3 or 4 phrases/concepts that define what makes the game unique and interesting
    - "Conflict from the outside"
        - Less/no internal antagonists
        - NO. AMOGUS. :+1:
        - Focus on the external, such as enemy ships with ship to ship combat, missions? to planets to do things, &c, &c.
    - "Necessities not included"
        - Ghetto tools/supplies
        - Can't get all materials on one planet like is typical
        - Fuel, food, water? is important. Ice mining on comets???? yes yes yes
    - "Crew trust"
        - It's a lot easier to RP and work with people when there isn't a risk of them fucking ending your entire existence
        - It's even more profitable to work with people that you need the support of
    - "I fucking hate redditors"
        - if someone posts the link to the discord on reddit we ban them immediately
        - self destruct sequence in case of redditor swarm or youtuber tide (just in case)

## mission statements
- we like shiptest
- we really like shiptest
- we fucking love shiptest
- shiptest is love
- you're not yourself when you're not testing ships
- eat a shiptest
- shiptest is life
- having a cold shiptest with the boys (and girls (and others))
- god we're idiots
- but we're the best idiots :)

## Ordering of things to do (that are important)
Focus on standalone features that need fleshing out first, going on a case-by-case basis to crank out a framework that we just build on infinitely

**KEEP ON NSV-STYLE UPTIMES TO REDUCE BURNOUT**

### things to limit time and create urgency
oxygen has already come up as a valid limiter of EVAs/hardsuit + internals usage, see the round when we had to ration o2 and just couldn't go outside at one point

food does definitely need to be a bigger deal, I want thirst as well, that would be cool

having electricity not be shit would be extremely nice but I don't know if I have the sanity to do that
gooflectricity
scaling enemy strength over time??? question amrk

literally just kill ion engines until electricity isn't easy as hell



## The point of all of this
it's funny

## tmt's things

1. how long are rounds
    - Rounds, as much as I want them to be longer, should probably be the normal ss13 round length of like 1:00\-1:30
    - I think we can have the benefits of the longer rounds if we add persistence in some form
1. how are they structured (what drives them forward, how do they end)
    - Rounds should be driven by
3. how do different player-controlled ships relate to each other (avoid having a "main ship" as much as is possible)

### how do different player-controlled ships relate to each other (avoid having a "main ship" as much as is possible)

We can do one of two things:

- Have a fleet of ships, with every one of them being on a "team"
    - pros
        - Pretty much the same as it currently is, just everyone is spread out on multiple ships
        - Loose yet independent teamwork
        - easy to end the round since progression is somewhat linked
    - cons
        - Literally the same as it is now just spread out on multiple ships, meaning it's kinda boring since all enemies/npcs aren't really on equal footing as you are
- Have a bunch of ships that are independent, with each crew not being directly hostile or friendly (maybe each is somewhat aligned to each faction?)
    - pros
        - People can interact with other people without necessarily being on a team
        - Extremely far from having a main ship sinc every ship (initially) it it's own detachment
    - cons
        - one ship gets a powerful gun and decides it would be funny to kill every other player-controlled ship in the game, proceeds to do so
        - no singular point to end the round at since everyone is at different levels of progression
            - Potential Idea: Ditch the general round system altogether, have a shitton of "subrounds" for each individual ship running at once. Add way to end the round for an individual ship.
                - cons: cant just run the round eternally with a bunch of subrounds of individual ships doing their own thing

Idea: the round-based system that's required for ss13 to function performantly (I'd say 2-3 hours tops with any decent amount of people on) can be "removed" by having the ship save and then be reloaded the next "round"/restart of the server

this still raises an issue for independent ships as they would all have to for some reason IC get into cryopods and jump to a different system at the same exact instant

worst case scenario I guess we could have two servers running at once with one having the old ships and one having the new ship but this proves challenging for multiple reasons

all in all we'll work on it

## mark comments
we haven't quite gotten to that but we need to tie them together, and personally I think we should have another meeting (that we actually plan for) for discussing that

do we need a forum/wiki **(this is a serious question I can host those easily and enjoy doing sysadmin stuff)**

although we did plan to use hackmd as a pseudowiki

hackMD can be synched with github
