---
# System prepended metadata

title: Shiptest Roadmap (i dont know how these work)
tags: [Discussion Notes, Deprecated]

---

# 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.
