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Risk & security bands
Vision for how dangerous a place is and what the rules allow: security tiers on the world graph, PvP eligibility, consent / risk UX, and how tiers connect to theft, gathering contest, trade, and death stakes. Place fiction (tone, economic role): zones.md.
Tier data (runtime): E4.M4 — SecurityTierZoneFlags assigns SecurityTier, ZonePolicyState, and ZoneEntryWarning per zone on the graph from E4.M1 — ZoneGraphAndTravelRules. Server is source of truth; client shows warnings on transition (Epic 4 — Slice 2).
PvP gating: E6.M1 — PvPEligibilityAndFlagState maps tier + context to whether player hostility is allowed—never client-only toggles (Epic 6).
Risk UI: E6.M2 — ConsentAndRiskUxSignals consumes tier and warnings for prompts and HUD.
Combat pipeline order: pvp_combat_integration.md — eligibility → E5.M1 resolution → E6.M3 loss rules.
Downstream design: death-loss-recovery.md (loss tables may differ by tier), economy.md (binding, theft, effective supply), items.md Open questions, gathering.md contesting. Gig roster does not define security—gigs.md PvP stays open until product locks opt-in posture.
Tier lenses (design-facing)
Tiers are discrete in data (SecurityTier); fiction may say green zone, extraterritorial, lockdown. Example bands (names TBD—align with content):
| Band (illustrative) | Player expectation (directional) |
|---|---|
| High security | No optional PvP; theft / player loot restricted or off; gather contesting mild or instanced |
| Low / frontier | Opt-in or conditional PvP; harsher death loss possible; contested nodes |
| Contested / special | Event, faction, or contract overrides—explicit warning before entry |
Exact count of tiers, instance vs overworld rules, and mission pocket exceptions are content + data (open).
What tiers gate (non-exhaustive)
| System | Tie to tier |
|---|---|
| PvP | E6.M1 / E6.M2 |
| Death penalties | death-loss-recovery.md — e.g. drop tables stricter in riskier bands (open) |
| Theft / looting players | items.md, economy.md — only where policy allows |
| Gathering contest | gathering.md — FFA vs protected node access |
| Trade / market fees | economy.md — optional tier-based tax fiction (open) |
Consent and clarity
- ZoneEntryWarning must support plain copy: what can happen to you and your gear (E4.M4).
- Opt-in flows (flag, party, contract) sit with E6.M1 / E6.M2; retroactive “I didn’t know” is a UX failure to fix in content or systems.
- Teen-oriented presentation (overview.md) applies to risk UI and threat messaging, not only cutscenes.
Module map (risk / security–focused)
| Module | Role | Ties to this doc |
|---|---|---|
| E4.M1 | Zone graph, travel | Where tiers attach |
| E4.M4 | SecurityTier, warnings |
Core |
| E6.M1 | PvP allow/deny | Consumes tiers |
| E6.M2 | Risk prompts, HUD | Player readability |
| E6.M3 | PvP loss, spawn protection | After hostility |
| E5.M1 | Combat | Consults eligibility for PvP |
Decisions log
| Topic | Direction | Status |
|---|---|---|
| Server-authoritative tier | Zone risk and PvP policy from server; client display only | Agreed (E4.M4) |
| E4 → E6 direction | Epic 4 tags; Epic 6 consumes—no circular module dependency | Agreed (epic/module text) |
| PvE-first | High-security default for new / core progression; harsh bands opt-in or signed entry | Agreed direction (Epic 6 framing) |
Open questions
- Instanced dungeons vs open world tier inheritance (override table per content type).
- Corporation / faction leased quarters vs public street tier in same district mesh.
- Skill activities (hack, gather) in high PvP zones—interrupt rules and loss of progress vs gear only.
Where to read next
| Topic | Document / module |
|---|---|
| Death, durability, PvP loss | death-loss-recovery.md |
| Economy, theft, binding | economy.md, items.md |
| Gathering under contest | gathering.md |
| Zone graph & travel (implementation) | Epic 4, E4.M1 |
| PvP product stance | Epic 6 |
| Place identity & district roles | zones.md |
| Folder index | overview.md |