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⚠️ Handled by Tsuru, Kaga ⚠️ Basic Goals A sanity statistic, ranging from 0-100%. This can be numerical, and the maximum should be modifiable. Should be simple to check and compare, for interactions. Unsure if it's better to be associated with the mob or the brain, but presumably the mob will be easier to pull values from while brain is more 'realistic' and should persist across transplants. Maybe have it on both, mirroring each other? Applies to all Carbon mobs. Can be affected by a simple Mental Damage type, in the same vein as Brute/Burn/Toxin/Oxy/Brain. Distinctly, should not just use Brain, as that refers to Bay's brainmed. Can be either mitigated or healed through the usage of psychiatric medications. Mitigation would only prevent the effects so long as the medications are in the bloodstream, Healing would recover Sanity gradually.
Sep 8, 2022⚠️ Handled by Kaga ⚠️ SCP-096 has the following key features: When its face is seen, whether in person, through a camera, or in a photograph, it will enrage and target those who have seen it. When enraged, it can tear through effectively anything. Materials which are labeled as invulnerable in the code should allow it to phase through instead. Upon encountering a target, it will begin ripping them apart. Calling gib() honestly isn't great, because per the article it does something [REDACTED] that leaves no trace of the body behind. Gibs and viscera, and maybe dropping the ID/equipment is fine, but for maximum 'interactivity' I could see it being something like tearing each limb off (qdeling limbs) and eating them? TBD Upon arriving at SCP-096-1's location, SCP-096 will proceed to kill and [DATA EXPUNGED] SCP-096-1. 100% of cases have left no traces of SCP-096-1. SCP-096 will then sit down for several minutes before regaining its composure and becoming docile once again. It will then attempt to make its way back to its natural habitat, [DATA REDACTED] After clearing its target list (the slower time-to-kill with the update kill method should make it take longer than before, while also giving more chances for people to see it and add to the list), it becomes calm and should enter a 'docile' stage, wherein it covers up its face on its own, and will not automatically uncover for a set grace period.
Sep 8, 2022Drawing inspiration from Lockdown Protocols, we change our Alert Level system to integrate MTF deployment requests and Area/Secure Bunker lockdowns. The new Lockdown system will include: A new interface in the Command & Control Program, which can generate a Lockdown Response Code. A specific builder for the LRCs, with the Priority and Threat classification. Priority will range on a scale of A-C, with response times changing from: A: Immediate response required, multiple SCPs breached, mass casualty event among the staff, risk of total loss of containment. B: MTF response required, but limited risk of total loss of containment on the Site.
Sep 5, 2022Access Levels This document will define some basic rules for how baseline card access levels should work. Each card should have a basic Access Levels, determined by the card itself. This includes both a Type and a Level, from 1-5. The numerical Access Level value should be used as such: Level 1 gives access to the 'front door' of a department. This should branch outwards to all sides, for areas with multiple entrances/exits. Side-rooms and special passages such as Checkpoints generally require Level 3 instead. Level 2 gives access to the majority of internal doors in the department, particularly main halls. This also includes most common low-risk devices/machines that require access, such as Departmental Protolathes (if that becomes a thing). Level 3 gives access to specialised but low-risk doors inside the department (surgery, RnD, minimum for Safe SCPs, Low-Alert Armories, medical outposts, medical/engineering storage, security preps), and most specialized low-risk department devices/machines, including checkpoints.
Sep 5, 2022or
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