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# System prepended metadata

title: the manifesto of mechanical roleplay. ie. ohgod oh fuck ive hit second page on my hackMD profile god help

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# the manifesto of mechanical roleplay. ie. ohgod oh fuck ive hit second page on my hackMD profile god help

a *relatively* brief TLDR of the overarching goals and game design ideas of me and pigeon's projects

it will start from the nebilous overarching ideas and move down to the indivdiual project ideas that facilitate them as we go on

# the base idea. ie. core gameplay loops
in most ss13 servers i propose that there exists the oportunity for 2 core gameplay loops. the antag and nonantag loops. 

as is there is mainly an antag loop with a nonantag loop being... massively lacking for most departments.
* the antag loop is antags and midrounds interacting and driving the station conflict
* the nonantag loop is anything the crew have to proactively do themselves durring the course of a shift (gimmicking does not count. but is just players making fun in the gaping hole of their purpose)

nearly half of departments (medical,engi,sec) are nearly totaly geared twoards reacting to antags and midround events.

our projects seek to rectify this 
1 - create nonantag loops for players to proactively engage in. if a greenshift is fun we have sucseeded
2 - tie the two loops together - if the nonantag loop is the palce where the crew follow their goals. then the antag loop should be geared to enchance it. by upping the stakes, stoking conflicts in the nonantag loop, and adding additonal challenge. rather than the antag loop conflicting the nonantag one by just doing their own thing disrupting the crew's tasks and getting the shuttle called early either by mass chaos or *wops xenos/blob spawned so long for your session even if you were just in the middle of something big. SHUTTLE*
3 bonus - tie loose systems like mining and explo. bonus bonus save systems left in limbo by validating their existance *coughshuttle combatcough*
4 bonus - expand expand and further expand and tie all of the above
## part 0 ie TLDR
basic idea. if nothing else read this much

this whole project is about the secondary gameplay loop. ultimate goal is simple. the days of team sec vs team antag with a station crew on the sideline in a communist utopia are over... the days of a space station filled with imperfect corruptable crew on a dystopian capitalistic hellscape with antags on the side in a dynamic world that keeps throwing shit at the station are in. may powerstruggles and petty shenanigans over 100 bucks commince

the theory is simple. ss13 has 3 layers of abstraction
top - the entire station, its crew, with the outsideworld acting on it 
midtier - individual departments, vs the world
base - each individual crewmember

the goal is simple. introduce selfish needs and selfish desires across all 3 tiers of abstraction. and scrangle the departments that produce infinite goods. to the point they cannot. in a 0sum we have now created. medieval europe with a caplitalist spin. may conflict arise on all 3 tiers compounding and reverberating on itself for maximum entertainment

the selfish needs are a base. pushing players for their minimum, making departments a bit more highstakes to manage, and giving the station a base goal to look foward to

the selfish desires are where it really goes off, if the needs create a minor chance of conflict for a slice of the limited pie. the desires really push the onvelope. the greed of some will be the conflict of others. and if we pull it off even natural revs may come to arise from the slefish desire of command staff. this one is very important to pull off as i believe it has grand potential

* the base - i believe pulling this tier off is the most important. as i think it will feed the higher tiers. but without it as a foundation they wont work well
    * the need - introduced via fear and service, mood and stress, external and internal pressure, goods and services from... service, some money needed to survive and get what base things one needs
    * the desire - the infinite selfish want for money. the more the better no matter what no matter when, and the goods and services it can provide
* midtier - nations 2 electric boogaloo. exept its not a deathmatch... most of the time
    * the need - departments will need supplies from cargo and other departments, especially producer departments who's days of infinite production are over
    * the desire - make credits, get bonuses for yourself and/or your workers in the form of paycheck rise points (refer to economica)
* top - what most would think when you say. station obj and the most unifying goal for the entire crew (would require addional work to fill this tier).
    * the need - currently vauge ideas of NT quotas based on economica, at the risk of penaulties of failure
    * the desire - (insert sci update) 

*interjection - the basic TLDR of all projects and their ties to each other*
*the megaproject basically consits of 2 pillars.*
*    *the economica pillar and its subsidary pr's that handles the onstation nonantag gameplay loop*
*    *the epxlo pillar that manages the outside world and revamps mining gameplay*
*    *the binding agent that is the francly insane events rework that expands on the world and interacts with economica, the station and explo*
* *and the ultimatum. sci update/s. that gives the station ultimate purpose*

*antag updates and further projects would probably be done after observing how the new system changes the dynamics of a shifts*

## part 1 ie. the core design
many of our ideas tie around economica. a central project that seeks to introduce a nonantag gameplay loop. but overtime we found that there will need to be added a lot of groundwork via other projects to serve as support. lest entire departments get left behind

firstly id like to define what i personally coined a heierarchy of the station. as far as i can see it. the station consists of 3 layers
* interstational - the entire station relative to everything outside it
* interdepartamental. the level of individual departments. and their interaction with the outside world and other departments
* the indivdiual. each indvidiual crewmember

goals, desires, threats, survival needs ect. they can all be defined seperately on all 3 layers. currently many are emtpy. only some departments have oportunistic goals. the station as a whole barely has any and crew have to make up gimmicks when not fighting antags

* survial needs are the base - players have minimum need they must fuffil. once met. they dont have an insentive to strive further. good as a base. and have some conflict potential
* oportunistic desire - in a way. a desire for players and dpeartments to strive for a given thing endlessly. great conflict potential especially if there's a limit to said thing

**the goal is simple for this project. introduce survival needs AND oportunistic desires for all 3 tiers**
ensuring that on all levels of the sttaion players have things to strive for. both cooperatively and compettively 

the first nonantag loop we seeked was to introduce survial needs and oportunistic desires across all 3 layers of the station. done via the mediums of needs. and money

* economica will be discussed further later. for now we will note that it adds **survial need** for dpeartments. via the removal of infinite resource generaton onstation. all dpeartments and jobs that produce resources. need to buy input goods from cargo to fuel their operations 
* **project fear and service (F&S)** https://hackmd.io/oqxxjiwqQPap8_l_z1pfYQ
(for full details read the dedicated hackMD for F&S)
pr designed to overhaul the mood system and the service depatment. created initally as the answer to a question... (if an economy exists how the hell will the service department who's services are mostly cosmetic and seldom usefull ever hope to compete) later evolved to both answer this question AND provide our first piece of the nonantag loop. **base needs**
    * in F&S all players have mood and stress they must manage. 
        * mood is based on a player's internal needs, hunger,unmet addictions, untreated injury or dissease, some traits, asphyxiation,
        * stress is based on the world acting upon you, blood around,being attacked,bad temp,darknesss,killing,witnessing death and many more external factors. stress can heal quickly but also be harmed quicly
        * while yes its now harder to manage both and it can be a bit overwhealmign to keep everything. there is now a dedicated DEPARTMENT who's sole reason they remain in buisness is that its hard to remain constantly sane. the food, drinks, drugs, the clown and mime, chap and psychiatrist can all help you recover your mood and stress and its basically their buisness to do so. and the consequences of failure to do so are worse. far worse

F&S sets the **survial needs** on an individual crew level. and so the survial needs system has been inserted into the tiers of the station. and so. (if economica is in place) a base need system has been added. crew care for money to a degree, depatments do to. to supply themselves goods for themselves and consumer crew, and to pay to their department crew. and the global interstation market can shift for better or worse. potentially adding conflcit

but i dont believe that's enough. sure we have setup a minium vaible nonantag loop. but it lacks conflict. we have players and departments only caring to stock  up enough to handle their suvival needs. you may think that's good as it allows them to be able to expend credits easily without worry once they pass their minimum desire... but that's a flawed idea... after all... they have met their survival need... they dont need anything else mechanically speaking. (you cannot relly on gimick players who'd be the ones to buy beyond their survial needs).

the next part we must add. is oportunistic desires. the infinite desire to want and need more no matter how much you have via

* **economica** https://hackmd.io/ptRxSDzSQNK6kHoNM62bdQ
alongside survial needs for departments, and the introduction of a more indepth external economy on the departamental and staionwide tiers.
it most importantly adds a specific *somewhat controversial feature* of metacurrency that ensures that credits gain the quality of a infinitely desired oportunistic resources... it doesnt matter if you have 10000. 1000 more is always good. thussly adding oportunistic desire to both crew and departments.
    * yes there's some who dislike this idea. until they provide an alternative that holds the same benefits
(credits are inherently desired, regardless of how many you have and regardless of what time durring the shift) this is the best we can have that will be able to provide us with a oportunistic desire for crew and departments

and the benefits of oportunistic desire are... MASSIVE. 
and before you go mad over it. yes we have tought about the concerns. yes it will require a rules changes. but we cant keep this community held to a gunpoint instantly banned over the smallest micro agression. if we want mechanically assisted RP gameplay with genunine points of conflict some risks have to be taken, boundaries clearly established and made LARGE ENOUGH FOR PLAYERS TO ENGAGE WITH EACH OTHER IN THEM

here's the safety points and initialy sudgested rules changes (im not an admin however maybe you'll have better ideas). the systems are so far designed to make players think more like a oportunistic worker on a station over a mad money hungry animal
* IC command are equiped to effectively shut down any nonantag who has dreams of scoring it big. via the power to remotely dock paychecks. this has the mechanical function of reducing endgame payout on a %base compared to how much lower your endgame paycheck is compared to what you started with.
    * the IC logic is simple. risking your damn job over a quick payout of credits via crime is not a good idea in the long term. good you got 10000... but you got suséd out and they fired you... well 10k * 0% is 0. its also good tool for command to have genuine authority over their crew. mess with your boss and risk a paydock
* we do wish crew to have a very clear and distinct line they can see. so they can safely say. yes i can do this and no i cant do this. very important as we do wish to encourage crew to be chaotic. THE WHOLE POINT AFTER ALL IS TO GET THE CREW TO HAVE THEIR OWN GOALS AND DESIRES... if they choose  to add conflict in it to by going the illegal route... even better
    * thusly... any and all crimes. commited within any IC justification (i just want more money IS a valid IC justification) that fall in severity of tier 3 or lower... are NOT SELF ANTAGING and are IC issue. crimes of tier 3 are not severe enough to derail a shift or ruin a player's shift. anything above that however... *BWOINK* 
(note. the point of valid IC justification is important... it'd be kinda hard to find ways to make money out of Genetic Mutilation or random severe vandalism. and those could be clasified under griefing instead as they lack IC justification)

and now here's the benefits
- paired with F&S real, non larping drug criminal enterprise. all of service and chemistry finally gets to live their dream.
- vast array of lesser conflict oportunity for any flavor of economic missmanagment by crew
- vast array of moderate and major conflict for any flavor of corruption and economic missmanagment by heads of staff... **BAM** here you go... revs reinvented. now you even get to know what you are revolting over. and its 100% natural roleplay over the CE missapropriating funds, sec tyranically falsely inducing fines or god knows what nonsence HOP and cap get to do to syphon the crew
- high level corruption, treason criminal activity by the once incorruptable. a oportunistic head of staff turning an entire department into a criminal enterprise perhaps. ah yes CMO and friends engaging in an illegal organ harvesting operation
- black markets. both crew made and mechanical
- bribery. both by antags. and nonantags. finally the day has come. a antag crew interaction that's NOT just killing you

**bonus points**
with some minor additons and tweaks to make it easier to handle courtcases and giving det access to the economica added. economy tab where they and warden can track all offical transactions on station.

lawyers and dets just got their 100 times better. the days of just dealing with repetitive antags are over... the days of dealing with REAL, DYNAMIC and complex crimes commited via despeation and oportunsim by non antags... are in...
* lawyers are now an INCREDIBLY important role. with a vast quantity of varied potential crimes and false crime allegations. the time has come for real saul goodman gameplay 
* and dets. while dets arent very well geared for antags. as they need to just sit back else they get swatted and are discouraged form just acting like sec. and antags mainly need sec to deal with
They seem to be perfect for nonantag criminal crew especially larger operations by multiple crew or even heads of staff. as by rules criminal nonantag crew arent allowed to kill thus allowing dets to have a proper foil

### some additonal notes before we move on
since heads of staff now have more work to do... as they now have to actually MANAGE THEIR DEPARTMENTS. shocker i know updating and expanding on some utility would be good. mainly. the holopads they are neat but they have issues
   * 1 give command staff a portable pad item. that allows them to basically use it as a pad while on the go anywhere. would be usefull to preform remote meetings. and it will make court cases get started somewhat faster
* 2 add a feature to holopads to scan for indivdiuals... biggest issue to pads is that you cant use em to talk to people. you have to call a department and pray they are there... codewise it may be rough but a system that checks all pads on staion and if the specified person is within reach of one. try calling it (to prevent the abuse of using it to find people who dont want to be found. when doing the call dont tell the caller WHAT pad they are calling to. only if the call is answered will they learn)
* 
**matsci** (spicing up the item economy and sucseeding where franc failed) https://hackmd.io/u4NTyPKoRSSE_dydkJuqLQ
* used to expand on the overal item market and act as a lesser money and sci point sink. it introduces item qualities on ALL ITEMS (chemicals are not items). from the tools in your toolboxand the toolbox. to the ore the miners find to the organs in your body
    * item qualities modify the item's base stats. and add more property slots the higher the quality ranging from -3 to 5 with 4 and 5 being legendarily special and only found extraordiarilly rarely in exploration or sold for massive amount of money
    * item properties try to make items more unique by chacing up stats and giving special properties. both positive and negative
* credit and sci point sink. use scipoints in the modification benches and the material refinery to boost the odds of sucseess in your operations (said odds become EXPONENTIALLY WORSE the higher the quality of the item you got.)
use credits to buy matsci points from cargo that do the same thing. but slitghtly better
* cargo have a new buisness. material refinery input any quality of materials. have a chance to get higher quality at progressively dminishing odds of sucsess and progressively worse ratios.
* unlike the normal quality mats that are distributed on all lathes as is. if you want higher quality go call cargo. *bam* singlehandeldy managed a very old request to some to make materials be more than just. we either have or dont have AND. did what franc always wanted in a way. cargo crew interaction for mats. without even killing the ore silo

since shifts can (if things turn out well in this project) much more dynamic and varied. a dedicated reporter role simular to goon would be something to consider. after all roles exist to either enchance the shift or directly entertain the players. getting to hear the shenanigans going around even when you cant particapate yourself helps players feel more connected and may even help promote shenanigans even further out

as we move discussion on other sub projects 1 important note to leave. when adding major mechanics and content. it is likely for ideas additonal content to other projects that tie to the added project to appear. for example with economica thinking about stationwide objectives better than the 3 we have would probably be easier in context to an economy, or economic antags, or events. its a thing to keep in mind

## part 2. antags ie. "what do you mean i can have fun without killing people"
since at the moment shifts are mainly designed around antags and midrounds being the SOLE threat. without changing things a bit around they are likely to clash unfavorably with the system. refer to any rare shift where the crew have a nice gimick then a tot appears and the shuttle is called. (especially a CERTAIN hissy midround)

how antags should operate in general is a bit more complex so for now i  have no answers on antag objectives. we should just have to sit back and evaluate. best i could say is. solo antag objectives may need changing.

team antags. as they are more elaborate and basically act as a dedicated gamemode (yes even in dynamic) would generaly be left alone. maybe some tweaks if they were to destructive to the nonantag loop

revs remain removed. as they are now *hopefully* a dynamic player interaction rather than a coded gamemode

in dynamic overal. the base threat level ought to be reduced somewhat. as the station has itself to worry about now. keeing the current threat level would probably be to much for the crew to handle. and as mentioned before. perhaps greenshifts would become a viable mode for lower chaos crew to crew engagment. rather than the. sit in bar and sleep that it is right now

## part 3. the perrifery ie. abandoned/underdeveloped systems reused as auxilary
strapin this is a long one

in economica. on the highest tier the external world affects the station and vise versa via economics. while designing economica it was a simple system. but between bacon's theoretical explo rework and my variant of it and economica one thing struck me. 

a general idea of an expanded events system took shape in both of them.
*    in economica a system of events that affect the economy and the economy affecting things in return. both by external random factors and the station
*    in explo a primary critisism was that it was totaly divorsed with the station. nothing they did mattered beyond a payout and nothing the station did mattered to the explos in turn. and they were totaly isolated from each other. at first i didnt think of a solution to that but then the events of economica fit the bill pretty well. they are by nature refering to external things offstation affect and are affected by the station. and it'd be nice if the station had someone to send to handle the consequences of their actions... or grasp oportunties

and so. **event dynamics** project ws born (still working on its in details hackMD)

event dyamics is in its most basic form a massive list of legopieces combined together into events. and then some of those events stringed together all acted by external factions/groups and entities outside of the orbit of lavaland (beyond the playarea).

on the side of economica some event parameters affect the economy. and the economy changing may trigger events generated to wait for that to happen

but more importantly **explo2** (still working on its in details hackMD)
integrades with events more deeply. and relies on them to have a purpose

but first why DO we want explorers 2.0 or events or anything like that. indeed explorers 1.0 failed rather spectacularly

well the events project and the explorers are less of a nececity* and more of a oportunity. and we still have miners who's gameplay loop is the single dullest rougelite ever conseved by man

the goal here is to introduce a outside world to act and be acted upon by the station for increased gameplay variety,shenanigans and RP, overhaul the miner role and expand the things ghosts can do. as yes theese two projects together heavily expand and relly on ghost roles as offstation actors

### explo 2.0
1 - lavaland THE Z-LEVEL. is gone. reduced to atoms. exploration and mining is now exclusively done on space and terrestrial procedural smaller z-levels
2 - 
*    space z-levels slowly overtime appear and dissapear orbiting lavaland. between variants of ruins, asteroids, derelict ships and... other it is generally safer but outside of asteroids there is little ore and less loot
*    lavaland as a orbital body is now WAY larger. when a shuttle goes above it. it gains the ability to land generating a z-level at that spot that linger for time after the shuttle leaves and there are no sentients left on it. it is generaly more dangerous with more ore and loot
* *bonus* the iceland moon. with a unique diffrent set of threats and hazards it provides more itemloot than ore loot but is roughly equal in difficulty

3 - overhauling the exploration. 
* for every enviroment we got, wider variety of threat entities living on ruins and sotimeimes outside of ruins, ghost spawn locations. where we dump some of of midrounds and antags as side content. nightmare nests. xenomorph hives, syndicate outpost. changeling feeding ground and some new ones (not to be confused with event spawns theese have no goals outside of fending their teritory). and of course ruins will come in flavors. form an abandoned NT base  to lost syndi outpost, xeno hive semi abandoned cult base heretic nests. and eldrich cacoons 
* for asteroids and terrestrial enviroments. several biometypes. some tied to enviroments like lava fields toxic fallouts. others more about wildlife biomes. slime bogs, ethereal electric forests ect
* for terrestrial enviroments exclusively. terrain patterns. depicting sinkholes, canyons vast fields towering spire segment. all across multiple elevation variations (weather or not they connect to each other with multi-z remains debatable)
* z-levels may have some modifiers, from darkness,wandering great horrors to spawnable ghost roles ready to awaken

4 - the explorers and their goals
mainly theese are miner explorers. they need to collect ore, preform objectives and solve the crew's issues when any event has any offstation elements.
to make things a bit more managable 
*    there's now 4 explominers. 
*    their ship has more fuel and a special device that allows teleporting of ANYTHING between the ship, home and vise versa. but it can  be only 1 thing with a long 10m cooldown
* ore can be found in ruins so even exploring yields some ore. but mining is still best for large quantities of ore

explominer objectives use a system simular to the events system that basically combines components into larger objectives. all placed on these highly dynamic z-levels. from rescuing a VIP from a extremely dangerous multi-z depth, planting a nuke on a xeno hive, terminating a ling nest, collecting samples from a nukies base and many more.

Explo missions and random z-levls to have connections to the event system. with their sucsess failure sometimes triggering an event. and some events planting themsllves on z-levels waiting to be triggered. that may cause a reacton by some party against the economy, the station or spawn a dynamic midround with a equally varied objective. nothing like stealing gold from a cult base has a bloodcult send *rolls dice* a single (nonconverting capable) cultist to go *rolls dice* sabotauge cargo somehow

other times its the station's shenanigans or just random bad luck that causes an event that affects the orbitals system. nothing like the station exploiting cheap food imports to cause someone to hire space pirates to harras the orbital enviroment

but its more than just explos in the orbital world. said orbital enviroment is actually primarily meant for the 3 new ghost factions. that are the updated versions of the lavaland ghost roles. meant to make being dead not be a total slog by letting observers and ghost players particapate in the round by getting to play 1-3 playstyles and have some effect on the station.
* on that note. with or without supercruise combat. the station now owns a deffense system. commanded from the bridge and its representative machine in the AI upload. it can be set on the following modes
    * turn off for 5m (may be turned on prematurely) - for when the station wishes to let someone who otherwise lacks access to dock
    * normal - standard mode of operations. preventing ships without access key to dock "ships with syndicate tot item/ghost spawn smuggle subystems CAN pass this mode"
    * blockade - prevents ALL SHIPS including smuggle capable and ships with valid acess to dock or leave. this includes cargo shuttle. "automatically and permanently dissabled when escape shuttle arrives" doesnt work on nukies ship

the ghost factions share variatons of the following properties
* a leader/remote communication abilty
* veterancy system. to discourage players form suicidaly charging something in the safe knoledge that they can just respawn as a new members AND to encourage cohesion and a communal structure. some number of long living members get given a veterancy boost. slighly chaing appearance and boosting stats
* a dedicated goal they must strive for. its not a basic sandbox survial anymore. but the goal is very open ended and themed around the faction's design and role and is achieved by exploration
* a home base either unreachable or hard to get by normal means by others. that requires a complex procedure to locate in order to permanently terminate them

the 3 ghost factions are as follows
* ashwalkers - (combat oriented survival gameplay, the big bads and major hazard for some z-levels) 
    *    a more eldrich version of ashwalkers. they have slight health regen, moreHP, more damage, they dont have ships to explore the z-levels but rather their leader can make tendril tunnels that connect to other z-levels. the leader commands telepathically all others
    * overal goal is to kill things drag back to nest sacrafice for biomass. use biomass to make materials utility items or medicine
    * major goal is. protect tendrils found across z-levels. leader can feel when others have entered a z-level that contains one and can tunnel to it.
    * bonus objective sacrafice 3 members of hostile faction over 3 15m rituals without disruption to gain the ability to tunnel to their homebase
    * to reach their home base. collect 9 bodies of their members and preform science on them to discover a special z-level where it resides
    * all members can tunnel back to homenest at anypoint. and drag anything they are holding back to. as long as its dead
* frostwings (scavange/theft, exploration, and survival orientned gameplay)
    * wield communal  telepathy between all members with no leader only veterans
    * they are spaceproof and infact heal in low temp, can fly in space. they take burn damage from roomtemp
    * homebase holds infinite special materials to build eldrich "ships" that can barely be called ships. but the building is VERY RAPID. said ships cant even be pressurized nor driven by anyone else and decay if not used for long enough
    * goal is to collect anything and everything with value. bring it back to the nest and excange it for points. use points to get more members or higher value stuff. ultimate goal is to have sold a combined total of LOTS OF points. they are the lesser of the two evils
* golems (basically epxlominer gameplay)
    * just golems as they are right now. they spawn on a fully capable ship and can go anywhere exept the station, they CAN communicate with the station
    * their goal is to make a spool FTL engine. they do that by filling a colective "research" value on the engine by stuffing materials,components,research point disks and a rare valuable item that all other factions also want and only the station can order more of for a high price
    * their design goal is to be backup explorers where the crew can hire them to work for them in exchange for research points or more of that valuable item. alternatively they COULD become hostile to the station for one or another reason

### event dynamics
so while minerexplo is the station's hand on the wider world.

event dymaics is the world itself.
in the world there exist factions grups and entities. in a world one of theese 3 affects another with an event either positive neutral or negative. and the station then may become target if it has any members who corespond to a faction or group. (spolier most crew are under NT) 
all have relations between each other. with the station's relations depending on their relations with NT. exept NT. nt has its relations directly with the station seperate relations worsen or improve depending on susceeding or failing poisitve or negative events targeting that faction. some factions obviously are permanently hostile to the station and NT but others are just neutral 
* factions are well factions. from NT,the bloodcult syndies and widerness. (wilderness is the faction of randomness, asteroids widllife freak accidents)
factions have relations between each other and the station. altough that may mean diffrent things for diffrent factions. (being in bad terms with NT will mean more work less pay and a CC offical to come to chew you out)
all members of a faction are potential target to an event triggered by another actor
* groups are groupings of indivdiuals under a common banner. there's a group for every station department, special job, command and a few traits. 
    * nothing like the mime collective engaging in trade warfare with the engineering coalition. resulting in an event that makes some enegineers temporarily mad and gives them the goal to do something generated to the mine or their porperty to recover their mood (as an example. it could be a faction targeting members of a group or the group as a whole. in the latter case potentially causing second hand issues to members of said group like mood debufs)
* entites are individual. things that are beyond the station's reach but are in the solar system. enties parake in the econmic market. have funding and resource needs and "health"
    * an entity generates some credits in their disposable income box. it spends those either to the station or other entities to gain resourses. all entities have a list of vital resources it needs to remain functional. if it lacks any it looses health. it also looses health if its a target of negative events. health represents the entity's ability to function. as it drops the entity's ability to engage events lowers and other consequences.
the entites are
        * the trade fleet
            * lowered relations with NT cause hiked prices from all traders other than the NT trader and and increased odds of a negative trade event to be sent towards the station
            * no goods need hp only lowers based of events. lower hp means less items aviable for trade
            * has budget that gains money every 10m with only 50% of money gained from sales to other entities going towards that budget
        * the other station - yes there is a second
            * if somehow relations with NT become 0 they have a revolt that causes a cascade of negative events for nt and the player station
            if relations with station become to low. expect some neagative events from them
            * consumes a bit of all basic goodtypes and produces small volumes of advanced goods. hp determines goods output and event particapation
            * has standard budget with 75% of sales going into it
        * NTSS [shipname] - a corvete that protects the system form major threats
            * has no relations with anyone 
            * consumes food and advanced goods and weapons, as hp lowers the cost of hostile factions to trigger events towards entities in the system lowers. increasing their severity. HP can be increased above 100% if input goods have surpluss price making negative events towards other entities in the system more costly lowering their severity
        * the colony. where do you think the crew lives dorms has 6 rooms
            * no relations
            * consmues all types of trade goods exept basic
            * produces a bit of basic goods, lower hp decreases output and input demand

#### events
events range form positive to negative with neural in the middle. events may contain overt agression and combat, economic activity, psychological effects, every basic event we currently have as a component, events may have modifiers like components that modify what it does. *like spawning a midround to ensure it triggers ot tries to stop it, having economic effect if it susceeds or fails, triggers another event if it susceeds or fails*
events can target anything and anyone. events can trigger midround antags with procedural tasks ranging from simple stuff to RP stuff to conditional task that triggers another event,
events may target the station and its crew, or just make something in supercruise space, events may have physical components like rellays that execute them both onstation and in offstation z-levels or be noncorpoeral and more


## part 4 our other ideas. ie. this hackMD has been sponsored by pigeonomics and friends (not required obviously)
* fleshmed 
    * https://hackmd.io/8st6dRZiRm2IqsPdXra8EQ (3rd draft. lacks some details but is briefer)
    * https://hackmd.io/doDN3FPUR56ozy38Ms-Y9g (second draft. full detail. slightly out of date)
        *   fleshmed is in essence rimworld meets brain/baymed toned down to allow the avarage crewmember to not stub their toe and die of sepssis or have a collapsed lung the second they breathe in some space and not get RRd the second they die. its all about wounds on fleshlayers (skin,bones. wharever diffrent races have), and organs. and their sustainment of the concoussness holding organ. it is also designed to be massivley modular to allow the creation of all races's uniqueness
* fleshcombat https://hackmd.io/9ODJjVfFT5W4TD4dhdO3Lg
* [pigeon slots]
[pigeon description]