Ruins 2 Research, Exploration and Espionage

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Overview

In Ruins of Alien Suns 2, there is a unified self-moderated resolution system for a number of systems, namely research, exploration and espionage. The reasons for this are twofold: as these systems in particular are some of the most-contentious and moderation-heavy in the game, creating a standardized system where players can do much of the upkeep will expand moderation capacity in other fields. Furthermore, these systems are designed to shift the burden of one of the largest bottlenecks on player progression, GM attention and moderation of X specific event, to systems where the milestones to accomplish a goal are more clearly signposted than "finish in X quarters" or "finish X years".

Progress Currencies and Trading

A Self-Moderation FAQ

Research

Research Assets

Important Facets

  • Electronics
  • Engineering
  • Medical
  • Science

Progress Currency: Breakthroughs

Labs vs Scientists

Lab Traits

+ Labs are built as General-purpose, being able to conduct research in any Field or Application. They can be specialized in order to increase their effective output and speed when performing research in that category by 50%, at the cost of being unable to conduct research outside that specific remit.
+ Labs can be physically expanded or their number increased to augment state research capacity.
+ Labs can be fortified with defensive structures or protected with ground units (typically Light Battlegroups).
- Labs are built in specific territory, this means they can be attacked by conventional forces destroyed or captured. Damage to territorial infrastructure can render them inoperable.

Scientist Traits

+ Scientists begin with a specialty each in a Field and an Application, gaining a bonus of +50% Breakthrough output and speed of conducting Feasibility Tests when participating in appropriate research.
+ Scientist production of Breakthroughs is based on their activity level: in addition to the 1 standard per anum they may also generate additional Breakthroughs when exposed to events as befitting the focus of their current research.
- Scientists can be kidnapped or assassinated by hostile agents, or even simply die in lab accidents.
- Scientists by demand certain privileges in exchange for their services, such as relative freedom of movement, access to information and perks as befitting national elites. They will rebuff onerous security measures or restrictions of their person and conspire against such unjust treatment.

Exploration

Exploration Assets

Important Facets

  • Command
  • Diplomacy
  • Electronics
  • Supply

Progress Currency: Discovery

Probes vs Explorers

Probe Traits

+ Probes are Cheap
- Probes cannot deal with Setbacks and Challenges during Exploration, they are simply destroyed instead.

Explorer Traits

+ Explorers can be made out of any non-generic (customizble) starship, granting them durability and problem-solving in proportion to the capabilities of their vessel.
+ Explorers can survive most Setbacks and bad Challenge outcomes at least once, at worst becoming occupied for an indeterminate amount of time.
- Explorers tend to compete with eachother, slowing progress and jumping claims if made to explore the same system.

Espionage

Espionage Assets

Important Facets

  • Covert
  • Diplomacy
  • Electronics
  • Underworld

Progress Currency: Intel

Agencies vs Operatives

Agency Traits

+ Agencies are designed with purposes as broad or as narrow as the player desires, with no penalty either way.
+ Agencies can have ground forces (typically Light Battlegroups) assigned to them to bolster their capabilities.
+ Agencies easily replace casualties from failed missions and never face downtime from such events.
+ Agency branch offices give the Agency an extra ongoing mission apiece.
+ Agencies not tasked with missions are assumed to continue to act on their governing directives.
- Agencies are assumed to be acting with the interests of their governing state or non-state actor.
- Agencies are physically located in territory and so can be attacked. Additionally, Agencies are limited to acting within 1 jump of an active Headquarters or Branch Office.
- If given too broad a remit and too many forces, Agencies can outgrow their parameters and become a rogue state-within-a-state.

Operative Traits

+ Operatives are trained with specific purposes in mind, as defined by their upgrades making them powerful in particular contexts.
+ Operatives are deniable assets, they can be burned with impunity if caught for minimal (widespread) diplomatic consequences.
+ Operatives are cheap, generally costing less than a Branch Office even when highly upgraded.
+ Operatives get better with time, gaining an additional upgrade slot for every successful mission they accomplish.
+ Operatives are difficult to detect thanks to their small footprint.
- Operatives must physically travel to the location of their mission, which can be complicated by travel restrictions, blockades, heightened security, etc.
- Operatives work alone or in small teams, limiting the scope and scale of their actions.
- When they fail Operatives can become compromised to a permanent end, subverted by hostile agents or even go rogue if mistreated.