# Shiptest Roadmap (i dont know how these work) ###### tags: `Deprecated` `Discussion Notes` ## Major Issues - Not enough to do on the ship itself. - Rounds stretch out too long and start to stink of extended. Need more variety in what actually happens during the rounds. - Progression is fucked up and high-end equipment is far too easy to get. #### Possible Solutions - Adding a "Job kit", either randomized or beacon-style, containing everything one would need to bootstrap one job. - Just adding more stuff for people to do; the more variety of things there are to do, the better engagement is. - This can be observed in Shiptest's current state, where ruins where there are lots of things to do (Such as the Whitesands chemical plant) increase engagement strongly. - Increase the amount of ruins that can spawn on dynamic encounters and guarantee at least one "Major" ruin. (Alternatively, remove the boring and small ruins) - Adding "longform" events that changes the threats you would see for a decent amount of time or until the crew do something to stop the event. - Example: Crew become targeted by pirate raiders, need to fend off occasional boarding parties, landing zones can now spawn pirate cutters that have a small crew of raiders on-board and the coordinates of a raider base (which would then spawn after the coordinates were read). ~~- Add actual way to end the round without admin intervention~~ done https://github.com/shiptest-ss13/Shiptest/pull/236 - Either limit sources of protolathes/circuit imprinters or make the protolathes/circuit imprinters weaker by themselves. - Do a comprehensive review of ALL ruins, balance ruins according to either threat level or time/effort required to explore. ## Things We Want (That would be core to our gameplay loop in the future) - Ship to Ship Combat: Self-explanatory. Very far off. - NPC Outposts: To buy/sell at, possibly raid, possibly fight in S2S combat - Dynamic ruin generation to partially randomize layouts, threats, and loot - Missions System: Mission listings generate in the round and can be completed for a reward. Admin tools to accompany this and make custom missions would be cool too? ## Things We Want (that would be nice to have and support the gameplay loop but arent fully necessary) - Reputation System: affects faction hostility, buying/selling, etc, maybe with light persistence? - Hediffmed: AKA datum-med, component-med, whatever. Reworks medical entirely to be based on hediffs akin to rimworld. - Xenoarchaeology: AKA excavation, archaeology, etc. Dig up ancient treasures for fun and profit (and research points) ## Shinies (low priority cool things) - Fish.