neon-sprawl/docs/game-design/risk-security-bands.md

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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 securitygigs.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.mdFFA vs protected node access
Trade / market fees economy.md — optional tier-based tax fiction (open)
  • 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 didnt 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 / securityfocused)

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 consumesno 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 zonesinterrupt rules and loss of progress vs gear only.
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