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task_base.md

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Task Base

This document details what mechanics should be available for tasks. No actual tasks are specified here but a basic system that all tasks should fit in and will be based on.

Task result types

Normal task

Is either Completed or not completed.

Resulting in an item

When the task is successfully finished, it results in an item that can be picked up by a player. The number of times the item is produced can be limited.

Resulting in information

Completing a task reveals information, like something that helps or enables another task.

Resulting in task

Completing this task assigns a new task automatically. Similar to Among Us's chained tasks.

Utility / converter type of task

The task controls a certain output based on an input and a setting. The output might be required by other tasks to be able to performed. The output being outside an expected range can lead to dependent tasks failing / unable to run or instant or delayed defeat (see Maintenance tasks).

Ex.: a gas valve. The input is an input pressure that is slowly changing in time with random direction changes. The setting in a task is a pressure valve that is also set to a value by the player. The output pressure is a function of the input pressure and the setting, and a time variable that delays the effect of changing the valve. If the output is outside the "acceptable" range, a dependent task can't be initiated and if initiated, it fails.

Maintenance task

Similar to the utility / converter task, there is / are randomly changing inputs in time that interact with the settings fiddled in the task. When the output moves outside the expected range, that can result in instant victory for the impostors (i.e. reactor meltdown), emergency door lockdowns, lights turning off, etc. There could be a "yellow" zone in the output before hitting the failure condition to warn the players on time.

The function of a task like this is to force the players constantly check on this task while the impostors can screw with the settings to sabotage.

Win condition

Completing a task constitutes a win condition for a team, ending the game.

Preconditions of tasks

Item

The task can only be started if the player starting it has a specific item on it. By starting the task, the item is lost, and if the task is not finished / failed, the item can't be retrieved.

Utility

The task requires the output of an utility type task to be in the accepted range. If the output of that utility gets out of the range, the task fails.

Task dependencies

One or multiple other tasks must be completed or have an acceptable output value for a task to be started.

Timing of tasks

Timeless tasks

The tasks are available from the beginning to the end of the game.

Timed tasks

The task is only available based on a preconfigured time, such as a specific round (in a round based game like the document collection) or within a set time window.

Task distribution

Shared tasks

A task is available to all players, everyone can help complete it and all players share the same goal

Personal tasks

Only a specific player can do a task. To be precise, this does not exclude multiple players getting assigned the same task at the same location.