# Xeno factorio <!-- It's not necessary to follow this format, as long as you provide a coherent and structured document --> ## Abstract Xeno Factorio is a system designed to enhance CM game loop by adding grand objectives and depth to Xeno gameplay. It allows xenos to place resource collection objectives and structures, as well as factories to use those resources. The products from the factories provide benefits to xenos and can be used by marines for DEFCON or sold for req money. This creates a control points system that is more dynamic and fits naturally into CM. Marine gameplay remains unchanged, with a focus on killing xenos, taking territory, and busting hives, but with added emphasis on research and recon. This is unlike other systems that have been created. Control points failed because of its awkwardness to put in the game ("hurr durr we must secure random oil fields instead of the colony or killing xenos") and it's railroading of gameplay.(The selling point of SS13 is every round being unique, this just shits on it) Techwebs failed because its half assed and pretty much the epitome of ideasguys "lets just throw a bunch of cool shit together" while not even thinking about putting in progression. They never truly went into design. They were too focused individual tiny details without a care for the grand scheme of things. Like focusing on polishing car seats when the engine hasn't been installed yet. <!-- An abstract is a short blurb, about a paragraph or two, succinctly describing your feature. This should mostly be "why", but can include "what". --> ## Goals 1. Create a grand objective of the game. - lorem ispum donar shit amet 2. An ultimately player directed dynamic experience. - Railroading gameplay leads to staleness. Things such as static capture points railroad gameplay and kill the uniqueness of every round. - Very challenging as players can abuse mechanics. 3. Revolutionize xeno gameplay - Xenos must account for building defenses as well as managing their production. This will be challenging for them and require significant changes. - Some of the most boring parts must be automated 4. Strengthen the dynamic between marines,research and DEFCON - We want to strengthen and compliment already existing mechnics to feel as natural as possible. 5. Rather over-correct then under achieve - We will never hit our mark on the spot the first time. Balance will be shakey in the first few days - If we under achieve, people will easily dismiss it as trash. If we over correct, we can re-adjust in further balance patches as things settle down <!-- This is a numbered list clearly detailing your goals for the feature. As per usual, this should be a mixture of both why and what. --> ## Non-goals 1. Over complicate - While we want to add much needed complexity to the CM gameplay loop, especially xeno gameplay, it is extremely easy to overcomplicate things - Unfortunately it will be impossible to not have complication, some will be required in order to achive our goals. The point is drawing a line. - A thin line to stray on. We must have the balls go out of bounds and feel no guilt removing features we loved if it cannot accomedate simplicity well enough. 2. If we have to force something in, it probably won't work - An important design goal is not to be a radical change to the CM gameplay loop, but an evolution of it. 3. Focus too much on unlockables/features - This is where techwebs failed. - We want to focus on quality and not quantity. We don't want 200 items with half of them being useless because the other half is horribly OP when we can have a few comparable items that make their impacts. Less is more - More stuff can be added with time, and can be scrutinized for quality better. - A focus on things that we already have and that have been proven like pylons. <!-- Just like goals, but the opposite! Every feature has boundaries it won't step over. These should be written as if they start with "We will not...". --> ## Content This is very generalized and is mainly an overview. Finer details will be sorted out in additional documents. ***Unlockables will mainly be focused on existing items as attention must be focused on getting the system working first and formost.*** TL:DR: Xenos create resource factories from dynamically placed resource zones and can either produce unlockables or progress. Muhreens still shoot beno and kill hive but only this time they are encouraged to collect shit from xeno productions to send to research in order to get cool shit with DEFCON or W-Y monies. ### Resource selection A subsystem for dynamically creating suitable resource zones will be created. This will be guided by mappers manually mark suitable map areas for the system to decide where to place the area. An equal amount of map areas must be marked in easily marine controlled areas of the map, contested areas and xeno-controlled areas. Preferably more than two. Three to four per levels of map control is preferable. Decision proccess for mapper marking suitable areas * How far is it from other areas? Far apart will make it a chore to defend all of them and too close will make it easy to abuse * How hard it it to defend? * How quickly marines can get to such an area? How the system selects (subject to change) * Tile distance to other resource zones * Density, how much free space as the resources zone has to be shaped in a manner that allows for building structures Additionally, a wildcard resource zone will be randomly selected by the system. This wildcard resource zone will have a fraction of the resources, but it can go in any area besides LZs. ### Xeno gameplay Xeno gameplay is the most impacted out of all. In order to allow for xenos to find resource areas,plan production and build it, these significant changes must be made: * Defenses and structures can now designated to build themselves automatically after a pre-determined time. * Xenos cannot possibly do all of this at the same time and manage to be ready at 12:20 * New strain: Worker drone. This drone will be the main production structure builder and can convert back into a normal drone. * AI integration * Note that this isn't a full xeno AI implementation. * Some AI/NPCs are nessesary. Finer details will come later * AI xenos can do very basic tasks such as area defense and building. * Queen can take direct control of AI drones to help if nessesary #### Xeno Progression As xenos extract resources and made into products, they will be able to refine them into two paths that they can select to invest in varying amounts as the game progresses 1. Direct usage - This involves direct usage in the productions additional structures/upgrades that require resources. 2. Use in additional production - Use as an intermediate product for other production elsewhere 3. Use in research - Direct use in research to discover better items note: some resources/products may not be able to be used in all of them. Productions and items will be seperated into three tiers: 1. Early game * Simply requires raw resources or straightforward refining * Gives you light upgrades, various not-very-impactful fruit 3. Mid game * Use of refined resources and intermediate products * Gives you access to upgrades,defensive structures like pylons as well as fruit that give temporary abilities. 5. Late game * Use of mid game finished products, refined resources and intermediate products * Gives you access to powerful T3 upgrades and mutations with the potential for exclusive T4 castes being avalible. Upgrades and unlockable/producable structures are sorted into these respective catagories. ### Marine Gameplay Typical CM Marine gameplay priorities: 1. Kill xenos 2. Capture key areas, uproot hive 3. Collect bodies/eggs New marine gameplay priorities: 1. Kill xenos 2. Capture key areas, uproot hive(s) * Destroyed xeno production structures have a lot of research value 3. Collect various research items Marine gameplay will not differ much as the primary focus will still be shooting xenos and taking terrority, however, item collection for research will be even more emphasized than it is now. IOs will be much more important, they will be research's men on the ground, sending items up and even doing field analysis of materials. Their focus will shift away from studying colony documents, they will be mainly focusing on xenos. RTOs can be made to be mini frontline IO by being given fultons. #### Marine progression Marines will be able to research the various items gained from uprooting xeno production structures and the resources themselves. When they complete proccessing items in research, they have the option of either having DEFCON points or selling it to W-Y for req money. We would also want some more DEFCON options for variety as well as powerful expensives items being avalible to buy at req so that progression can be made. *Examples: MARSOC defcon tier callout, defcon spec kits return, disposable rockets buyable at req for prohibitive prices * <!-- Now's where you get into clear detail about everything your feature does. **You should still be explaining 'why' things are that way, *as* you describe what.** Be as detailed as possible. --> ## Alternatives Lorem ipsum dolor shit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. <!-- Provide potential alternatives to your feature, either ones that align with your design values, or ones that don't that you suspect will be suggested. If you are including the latter, make sure to explain why you didn't choose that. --> ## Potential Changes Lorem ipsum dolor shit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. <!-- Most of the time you're not going to get the best design first try. It helps to try your best to predict what *could* go wrong, and suggest alternatives that can be taken, without sacrificing your design. -->