2.5 KiB
2.5 KiB
{{System Name}}
Basic Info
- System Type: (Combat, Hacking, Stealth, Augmentation, Social, etc.)
- Core Purpose:
- Player Interaction: (Active/Passive/Both)
- Complexity: (Simple/Medium/Complex)
How It Works
- Basic Function:
- Player Input:
- System Response:
- Key Resources: (Energy, Credits, Data, etc.)
Core Mechanics
Primary Actions
Success/Failure
- Success conditions:
- Failure consequences:
- Partial success:
Limitations
- What blocks players:
- Resource costs:
- Cooldowns/restrictions:
Player Progression
- How to improve:
- Upgrades available:
- Augmentation integration:
- Skill unlocks:
Integration
Story Impact
- Narrative purpose:
- Character development:
Other Systems
Environmental Use
- Key locations: Location 1, Location 2
- Faction differences:
- Corporate vs Underground:
Player Experience
- Learning curve:
- Mastery goals:
- Emotional payoff:
- Risk/reward balance:
Dark Sci-Fi Elements
Corporate Control
- How corps limit this:
- Black market alternatives:
- Surveillance implications:
Moral Choices
- Ethical dilemmas:
- Unintended consequences:
- Gray area decisions:
Technology Impact
- Augmentation requirements:
- Tech dependencies:
- System vulnerabilities:
Multiple Approaches
High-Tech Path
- Augmented abilities:
- Corporate tools:
- Advanced options:
Low-Tech Path
- Analog methods:
- Underground techniques:
- Creative solutions:
Social Path
- Information gathering:
- Manipulation options:
- Relationship leverage:
Balance & Exploits
- Potential exploits:
- Safeguards:
- Difficulty scaling:
- Player choice respect:
Technical Notes
- Implementation needs:
- UI requirements:
- Performance considerations:
- Player feedback systems:
Examples
Typical Use Case
- Situation:
- Player action:
- System response:
Edge Case
- Unusual scenario:
- System behavior:
Tags: #system #[stealth/combat/social/hacking/exploration] Tech Integration: #[low-tech/high-tech/cutting-edge/experimental] Priority: #[critical/important/optional/flavor] Status: #[concept/draft/implementing/complete/cut]