Player Core Systems
Overview
- Defines account-to-character separation, custody rules, and guard-facing signals.
- Clarifies sentence pressure, suspicion handling, and cell block density controls.
- Aligns progression, needs, jobs, and reputation with non-profit riot suppression.
Core Concept + Diagram
- Custody-first design: visible sentence, enforced density, soft deterrents, and responsive guards.
- Suspicion mediates cross-block roaming, incident response, and lockdowns.
- Progression = capability breadth; never bypasses custody or block rules.
graph TD PR[Player Record] --> SE[Sentence] PR --> CB[Cell Block Residency] PR --> NE[Needs] PR --> RE[Reputation] PR --> JB[Jobs] SE --> SU[Suspicion] SU --> GR[Guard Response] GR --> LO[Lockdown/Roll Call] CB --> LO SU --> LO JB --> RE RE --> SU NE --> SU
Data Model
- Player Record:
account_id,character_id,display_name,sentence_years,sentence_months,sentence_last_tick,residency_block_id,parallel_block_id,suspicion_value,suspicion_state,needs(hunger/thirst/fatigue/stress/hygiene),skills(category→rank),reputation_score,job_assignments,guard_flags,lockdown_status. - Sentence:
base_years,base_months,crime_modifiers[],last_real_time_tick,pressure_multiplier. - Cell Block Residency:
home_block_id,parallel_block_id,non_resident_timer,overcrowd_flag. - Suspicion:
value,decay_rate,thresholds(warn/enforce/lockdown),sources[],decay_modifiers. - Guard Response:
state(observe > warn > detain > suppress),recent_incidents,riot_flag. - Lockdown/Roll Call:
trigger_reason,affected_blocks[],start_time,clear_time,non_resident_ejections[]. - Needs:
hunger,thirst,fatigue,stress,hygiene(optional), eachvalue,decay_rate,recovery_actions. - Skills:
category,rank,xp,persistence_stamp. - Reputation:
score,sources[],visibility_flag,recent_decay_stamp. - Job Board:
posting_id,block_id,requirements,reward,risk,cooldown.
System Rules (non-negotiable)
- No parole, no sentence completion; escape is the only exit.
- Sentence ticks in real-world time; crimes only add time.
- Cell blocks control density; not progression tiers; friends can co-locate.
- Cross-block roaming allowed; raises suspicion and guard attention.
- Overcrowd/incident pressure triggers soft lockdown and roll call; non-residents removed.
- Riots are suppression events; never profitable.
- Reputation is social only; separate from suspicion/authority.
- Jobs exist in all blocks; participation best within home block; cross-block carries suspicion cost.
Player Record / Identity
- Separation: account may own multiple characters; each character has its own sentence, suspicion, needs, skills, reputation.
- Persistence: all fields server-side authoritative; client is read-only display.
- Guard Flags: store recent violations, roll call misses, riot involvement for elevated scrutiny.
- Visibility: player-facing panel shows sentence, block residency, suspicion state, needs bands, job status, reputation score.
Sentence System
- Purpose: constant custody pressure; ties misconduct to longer visibility; modifies suspicion decay/escalation.
- Data: base sentence in years/months; increments per crime; last real-time tick; pressure multiplier.
- Ticking: server updates in real time; pauses only on server downtime; no acceleration/pausing for player state.
- Changes: crimes append modifiers; total updates immediately; UI refreshes sentence length.
- Effects: higher sentence increases suspicion decay penalty and guard escalation sensitivity.
- Non-goals: no parole; no completion; no time-based release.
Cell Block Residency
- Home Block: assigned for density balance; parallel blocks for friends; both marked on record.
- Density Control: blocks sized for shard cap (~80 total); system prioritizes even distribution.
- Cross-Block Presence: allowed; increases suspicion over time; higher if block flagged unstable.
- Overcrowd Handling: when population/incident thresholds exceeded, block triggers soft lockdown; non-residents ejected.
- Progression: skills and jobs not gated by block; block is spatial/social, not power tier.
Suspicion System
- Purpose: translate abnormal presence/behavior into guard response and block stability controls.
- Inputs: time spent as non-resident, curfew/roll-call misses, entering restricted zones, assisting crimes, needs neglect (stress/fatigue), reputation extremes.
- Decay: baseline decay; reduced by higher sentence; reduced during block instability; paused during lockdown.
- Thresholds: observe (UI cue), warn (verbal + UI), detain (escort/remove), suppress (lockdown/riot prep).
- Guard Response States: observe → warn → detain → suppress; state persists per block; decays with time and compliance.
- Readability: UI shows suspicion band and source tags; guards provide verbal cues; signage during lockdown/roll call.
- Relation to Sentence: longer sentence slows decay and accelerates threshold climb.
Overload / Soft Lockdown / Roll Call
- Triggers: population exceeds safe threshold; incident density high; repeated guard suppression in short window.
- Actions: announce lockdown; restrict doors/utilities; freeze jobs; suspend non-critical NPC routines.
- Non-Resident Removal: guards escort or auto-port non-residents to their home block; suspicion applied to resistant players.
- Compliance Outcomes: compliant = faster decay reset; non-compliant = immediate suspicion spike and detain/suppress.
- Roll Call: mandatory presence in home block during lockdown; absence raises suspicion and guard state.
Riot Handling
- Definition: multiple violent incidents against guards within short window; guard suppression state active.
- Escalation Phases: detect clustering → seal doors/utilities → deploy non-lethal suppression → detain and segregate.
- System-Level Suppression: locks transport, disables job terminals, pauses trading hubs, restricts lighting and comms.
- Long-Term Consequences: guard flags updated; temporary privilege loss (jobs, movement leniency); suspicion baseline elevated.
- Anti-Exploit: riots provide no profit; no loot from guards; rewards disabled during/after until stability restored.
Needs System
- Needs: hunger, thirst, fatigue, stress; optional hygiene.
- Effects: low needs reduce efficiency, slow recovery, increase suspicion gain when visibly neglected.
- Decay: real-time downward ticks; faster during activity; stress rises from incidents and non-resident tension.
- Recovery: consume resources, rest in safe beds, social decompress; hygiene via facilities if enabled.
- Interaction: high stress/fatigue amplify suspicion inputs; guards note visible neglect during patrols.
Progression / Skills
- Philosophy: expand capability and access methods; does not grant block bypass or custody relief.
- Categories: physical, crafting, social manipulation, utility (maintenance), illicit handling.
- Persistence: per character; server authoritative; unaffected by block; retained across sessions.
- Constraints: skills cannot reduce sentence, override lockdowns, or neutralize suspicion thresholds.
Reputation
- Purpose: social trustworthiness signal; affects player-to-player interactions and some NPC willingness.
- Inputs: trade history, job reliability, cooperation, witnessed misconduct reports; decays slowly over time.
- Effects: higher reputation improves trust-based opportunities; negative reputation raises passive suspicion gain but is not a guard authority metric.
- Separation: never substitutes for suspicion; guards act on suspicion, not reputation.
Job Board
- Presence: exists in every block with identical access; postings contextualized to home block conditions.
- Participation: best efficiency in home block; cross-block job actions add suspicion over time.
- Rewards: jobs grant resources/privileges; paused during lockdowns and riots.
- Anti-Exploitation: cooldowns and suspicion scaling prevent cross-block farming.
Player Information Panel
- Framing: official record style; no gamified badges; clean, readable.
- Required Fields: character name, account marker (non-PII), sentence length (years/months), last sentence update time, home block, parallel block assignment, current suspicion state/value, needs bands, active job, reputation score, guard flags summary, lockdown/roll call status.
- Feedback: real-time suspicion band changes; clear lockdown/roll call directives.
Connected To
- Sentence System
- Suspicion System
- Cell Block Residency
- Riot Handling
- Needs System
- Job Board
- Reputation
- Player Information Panel
Tags
systems custody suspicion sentence cellblocks needs jobs reputation lockdown design