neon-sprawl/docs/game-design/death-loss-recovery.md

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Death, loss & recovery

Vision for what happens when a character fails (especially in combat): item stakes, durability and destruction, recovery flow, and anti-grief boundaries—without duplicating combat ability design (abilities.md) or security tier / PvP eligibility (risk-security-bands.md).

Combat resolution & death event: E5.M1 — CombatRulesEngine is server-authoritative for outcomes including death (client vs server authority); telemetry includes player_death per Epic 5.

Item wear and sinks: E3.M4 — SinkAndDurabilityLifecycle (DurabilityState, ItemSinkEvent, RepairCostRule)—repair and decay tie into economy.md sinks and items.md rarity expectations.

PvP-context loss & abuse: E6.M3 — LossPenaltyAndAntiGriefRules (PvPLossRule, SpawnProtectionState, GriefingStrike) with hooks to E9.M4 — IntegrityAndAbuseResponse (Epic 6). Order with combat: pvp integration — eligibility → resolution → loss rules.

Item schema: per-item state lives on ItemInstance (E3.M3). Cybernetics vs external armor on death/loss follow skills.md — Seams (chrome is semi-permanent; loadout gear is swap-friendly).

PvE vs PvP (design intent)

  • PvE-first product stance (Epic 6 objective): default loss in opt-in or high-tier spaces can be harsher than in safe hubs; tier language in risk-security-bands.md; exact tables TBD.
  • PvP death applies E6.M3 rules (drops, durability hits, flags)—not necessarily the same table as PvE wipe (open until PvP vision lands; gigs.md PvP notes).
  • Skill and gig progression are not assumed to reset on death—loss is primarily items, currency (if any), buffs, and position unless a hardcore mode or content says otherwise (open).

Loss lenses (what can be taken or broken)

Lens Design notes
Durability Wear on use / death / repair loops (E3.M4)
Drop on death / corpse Lootable body, partial drop, or no drop by security tieropen; drives economy and grief surface (economy.md)
Consumables Already sinks; death may not be the main churn—open
Cybernetics Unlikely to fully strip on routine death—aligns with character-scoped fantasy (skills.md); damage, malfunction, or story loss—open
Materials / inventory Full loot vs protected slots vs binding—overlaps items.md Open questions

Recovery (getting back into play)

  • Respawn points: hub, checkpoint, squad, clinic fictionopen; must be clear after death UX.
  • Corpse run vs instant re-entry vs mission fail state—content-dependent (open).
  • Gig and loadout after death: same main gig unless content forces swap; invalid gear stays governed by gigs.md hub swap rules when applicable.

Anti-grief and readability

  • Spawn protection, repeated killing penalties, and escalation to integrity pipeline: E6.M3 / E9.M4.
  • Readable stakes before engagement: ties to consent / risk UX (Epic 6, E6.M2, risk-security-bands.md).
  • Exploits (dupe corpse, disconnect abuse): server truth + E9.M4.

Module map (death / lossfocused)

Module Role Ties to this doc
E5.M1 Combat outcomes, death Trigger
E3.M4 Durability, repair, item sink Item consequences
E3.M3 ItemInstance, binds What can be lost
E6.M3 PvP loss, spawn protection PvP
E6.M2 Risk prompts Informed consent
E9.M4 Abuse response Ops
E8.M3 Trade Recovery via market—optional fiction

Decisions log

Topic Direction Status
Server authority on death Server resolves death and inventory mutations—never client-trusted Agreed (E5.M1, authority)
Chrome vs external gear on loss Different buckets; chrome not treated as swap plates Agreed (skills.md Seams)
PvE-first Optional harsh loss where product allows; not “PvP required to progress” Agreed (Epic 6 framing)

Open questions

  • Exact PvE death tax (durability %, item drop table, currency cut) by zone / instance.
  • Hardcore or seasonal rules vs main shard policy.
  • Failure XP (non-lethal) remains open in skills.md—separate from death penalties.
  • Insurance, clone, backup fiction vs implementation cost (items.md binding/insurance notes).
Topic Document / module
Item buckets, binding, open loss questions items.md
Sinks, repair, economy economy.md, E3.M4
Combat actions & kits abilities.md, gigs.md
Hybrid XP (death does not imply skill XP change) progression.md
PvP product stance Epic 6
Risk & security tiers, PvP eligibility risk-security-bands.md
Place context (hub vs frontier) zones.md