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](abilities.md)) or **security tier** / **PvP** **eligibility** ([risk-security-bands.md](risk-security-bands.md)).
**Combat resolution & death event:** [E5.M1 — CombatRulesEngine](../decomposition/modules/E5_M1_CombatRulesEngine.md) is **server-authoritative** for outcomes including **death** ([client vs server authority](../decomposition/modules/client_server_authority.md)); telemetry includes `player_death` per [Epic 5](../decomposition/epics/epic_05_pve_combat.md).
**Item wear and sinks:** [E3.M4 — SinkAndDurabilityLifecycle](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) (`DurabilityState`, `ItemSinkEvent`, `RepairCostRule`)—**repair** and **decay** tie into [economy.md](economy.md) **sinks** and [items.md](items.md) **rarity** expectations.
**PvP-context loss & abuse:** [E6.M3 — LossPenaltyAndAntiGriefRules](../decomposition/modules/E6_M3_LossPenaltyAndAntiGriefRules.md) (`PvPLossRule`, `SpawnProtectionState`, `GriefingStrike`) with hooks to [E9.M4 — IntegrityAndAbuseResponse](../decomposition/modules/E9_M4_IntegrityAndAbuseResponse.md) ([Epic 6](../decomposition/epics/epic_06_pvp_security.md)). Order with combat: [pvp integration](../decomposition/modules/pvp_combat_integration.md) — eligibility → resolution → **loss** rules.
**Item schema:** per-item state lives on **`ItemInstance`** ([E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md)). **Cybernetics** vs **external armor** on death/loss follow [skills.md — Seams](skills.md#seams-gigs-skills) (**chrome** is **semi-permanent**; loadout **gear** is **swap-friendly**).
## PvE vs PvP (design intent)
- **PvE-first** product stance ([Epic 6](../decomposition/epics/epic_06_pvp_security.md) objective): default **loss** in **opt-in** or **high-tier** spaces can be **harsher** than in **safe** hubs; **tier** **language** in [risk-security-bands.md](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](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](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md)) |
| **Drop on death / corpse** | **Lootable** body, **partial** drop, or **no** drop by **security tier**—**open**; drives **economy** and **grief** surface ([economy.md](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](skills.md)); **damage**, **malfunction**, or **story** loss—**open** |
| **Materials / inventory** | **Full loot** vs **protected** slots vs **binding**—overlaps [items.md](items.md) **Open questions** |
## Recovery (getting back into play)
- **Respawn** points: **hub**, **checkpoint**, **squad**, **clinic** **fiction**—**open**; 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](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](../decomposition/epics/epic_06_pvp_security.md), [E6.M2](../decomposition/modules/E6_M2_ConsentAndRiskUxSignals.md), [risk-security-bands.md](risk-security-bands.md)).
- **Exploits** (dupe corpse, disconnect abuse): **server** truth + [E9.M4](../decomposition/modules/E9_M4_IntegrityAndAbuseResponse.md).
## Module map (death / lossfocused)
| Module | Role | Ties to this doc |
|--------|------|-------------------|
| [E5.M1](../decomposition/modules/E5_M1_CombatRulesEngine.md) | Combat outcomes, death | **Trigger** |
| [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | Durability, repair, item sink | **Item** consequences |
| [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) | `ItemInstance`, binds | **What** can be lost |
| [E6.M3](../decomposition/modules/E6_M3_LossPenaltyAndAntiGriefRules.md) | PvP loss, spawn protection | **PvP** |
| [E6.M2](../decomposition/modules/E6_M2_ConsentAndRiskUxSignals.md) | Risk prompts | **Informed** consent |
| [E9.M4](../decomposition/modules/E9_M4_IntegrityAndAbuseResponse.md) | Abuse response | **Ops** |
| [E8.M3](../decomposition/modules/E8_M3_PlayerTradeAndMarketplace.md) | 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](../decomposition/modules/E5_M1_CombatRulesEngine.md), [authority](../decomposition/modules/client_server_authority.md)) |
| Chrome vs external gear on loss | **Different** buckets; **chrome** not treated as **swap** **plates** | Agreed ([skills.md](skills.md) **Seams**) |
| PvE-first | **Optional** **harsh** loss where product allows; **not** “PvP required to progress” | Agreed ([Epic 6](../decomposition/epics/epic_06_pvp_security.md) 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](skills.md)—separate from **death** **penalties**.
- **Insurance**, **clone**, **backup** **fiction** vs implementation cost ([items.md](items.md) binding/insurance notes).
## Where to read next
| Topic | Document / module |
|--------|-------------------|
| Item buckets, binding, open loss questions | [items.md](items.md) |
| Sinks, repair, economy | [economy.md](economy.md), [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) |
| Combat actions & kits | [abilities.md](abilities.md), [gigs.md](gigs.md) |
| Hybrid XP (death does not imply skill XP change) | [progression.md](progression.md) |
| PvP product stance | [Epic 6](../decomposition/epics/epic_06_pvp_security.md) |
| Risk & security tiers, PvP eligibility | [risk-security-bands.md](risk-security-bands.md) |
| Place context (hub vs frontier) | [zones.md](zones.md) |