Open Design Questions
These questions represent unresolved design decisions that require further exploration, prototyping, or team discussion. Each question includes context and potential approaches.
Clone Degradation
How punishing should frequent deaths be?
Clone degradation is thematically important but must balance consequence with frustration.
Sub-Questions:
- Should degradation be cosmetic effects (visual glitches, audio distortion) or mechanical penalties (stat reductions, capability limits)?
- How visible should degradation be to other players?
- Can degradation be repaired with resources or special contracts?
- Is there a "death spiral" risk where degraded players die more, degrading further?
- Should there be a maximum degradation level, or does it progress infinitely?
Potential Approaches:
- Cosmetic Only — Visual/audio effects that increase with deaths, repaired over time or with resources. No gameplay impact.
- Soft Penalties — Minor stat reductions that cap at a certain level, repaired through successful extractions.
- Narrative Integration — Degradation unlocks different dialogue, story beats, or NPC reactions without mechanical impact.
Hatch Dynamics
Should hatches be private, shared, or upgradeable?
Underground hatches serve as flood shelters and social spaces. Their ownership model affects multiplayer dynamics significantly.
Sub-Questions:
- Should some hatches be claimable by individual Moonstalkers?
- Can claimed hatches be upgraded with personal resources?
- If all hatches are shared, how do we prevent griefing or capacity issues?
- Should there be different hatch tiers (public, semi-private, fully private)?
- Can hatches be contested or raided?
Potential Approaches:
- All Shared — Every hatch is communal. Automated systems prevent violence. Creates organic social moments but no ownership.
- Claimable Hatches — Some hatches can be claimed and upgraded. Creates territory but may reduce social encounters.
- Tiered System — Public hatches near telepads, semi-private hatches that can be temporarily claimed, rare private hatches deep in dangerous zones.
Teleportation Fees
How should extraction costs scale?
Fees create the core "gather enough to extract" loop, but must remain meaningful at all progression levels.
Sub-Questions:
- Should fees scale with player wealth (preventing rich players from trivializing extraction)?
- Should there be dynamic pricing based on server-wide extraction demand?
- Are there special "free extraction" events during rare tidal windows?
- How do Corporatist vs. Free Stalker paths affect fee structures?
- What's the exact percentage range for fees (currently "20-30% of a decent haul")?
Potential Approaches:
- Flat Percentage — Simple system: fees are always X% of cargo value. Easy to understand, but may feel trivial late-game.
- Wealth-Scaled — Fees account for total player wealth, keeping extraction meaningful regardless of progression.
- Dynamic Market — Server-wide supply/demand affects fees. Creates interesting timing decisions but may feel arbitrary.
Session Length
What's the real-time pacing of the game?
Flood cycle timing directly impacts session structure and player commitment requirements.
Sub-Questions:
- How long is a flood cycle in real-time? (Minutes? Tens of minutes?)
- Can you log out inside a hatch? (Probably not — forces extraction for safe logout)
- What's the grace period before an abandoned character is removed/killed?
- Should there be "quick play" and "long session" server options?
- How do we handle players who need to leave unexpectedly?
Potential Approaches:
- Short Cycles (10-15 min) — Fast-paced, arcade-style. Easy to fit sessions into busy schedules. May feel rushed.
- Medium Cycles (20-30 min) — Balanced pacing. Meaningful exploration time. Requires moderate commitment.
- Long Cycles (45-60 min) — Immersive, tense. Significant investment per session. Hardcore audience.
- Variable — Different servers or zones have different cycle lengths.
Vessel Customization
How personalized should vessels be?
Vessels are the Moonstalker's home. Customization drives attachment but requires significant art/dev resources.
Sub-Questions:
- Is customization purely cosmetic or also functional (layout affects efficiency)?
- Can vessels be visible from the surface when they pass overhead in orbit?
- How extensive is the cosmetic system (colors, decals, structural changes)?
- Are there vessel "classes" or is every vessel fundamentally the same?
- Can players visit each other's vessels eventually, or are they always private?
Potential Approaches:
- Functional Layouts — Room arrangement affects efficiency (workshop near cargo bay = faster processing). Adds depth but complexity.
- Cosmetic Focus — All vessels work identically, but extensive visual customization. Simpler to balance.
- Class System — Different vessel types with different strengths (cargo hauler, scout, balanced). Creates build variety.
Additional Open Questions
Multiplayer & Social
- What's the player count per server/instance?
- How does matchmaking work (skill-based, progression-based, random)?
- Are there formal group/squad systems, or is all cooperation organic?
- How do we prevent coordinated griefing outside safe zones?
Combat & Conflict
- Is PvP possible? Under what circumstances?
- How does wildlife combat work?
- What weapons/tools exist for self-defense?
- Are there non-lethal options for player encounters?
Economy & Progression
- What's the resource type variety (how many materials)?
- Is there player-to-player trading?
- How long to reach "endgame" content?
- What's the prestige/reset system (if any)?
Technical & Scope
- World size and zone count?
- Procedural vs. handcrafted content balance?
- Single persistent world vs. instanced servers?
- Cross-platform considerations?