The Fleet * Sci-fi, spreadsheet simulator, "Choose your own adventure" (on missions) roguelite (procedural mission generation and permanent failure) with X-Com influence (see the above) Pick 32 crewmembers to work jobs and go on missions for a “season” of the starship show. STATS: SCI (Science & medicine) ENG (Engineering and Machining) OPS (Operations and Security) JOBS: JOB | Skill | FULLSTAFF | PENALTY IF <= | MIN | MAX -------------+-------+-----------+---------------+-----+---- AMBASSADOR | OPS | 0 | N/A | 0 | 1 COOK | SCI | 2 | < 2 | 1 | 3 SCIENTIST | SCI | 4 | < 4 | 1 | 8 MED. OFFICER | SCI | 2 | < 2 | 1 | 6 ENGINEER | ENG | 8 | < 8 | 1 | 12 PILOT | ENG | 3 | < 3 | 1 | 7 SEC. OFFICER | OPS | 4 | < 4 | 1 | 8 COM. OFFICER | OPS | 3 | < 3 | 1 | 7 FIRST MATE | WILD | 1 | < 1 | 0 | 1 CAPTAIN | WILD | 1 | < 1 | 1 | 1 BEDREST | N/A | 0 | N/A 0 31 Above, WILD means the character could perform under any three of the main stats at a given time. PERMAFAILURE LEVELS: * Hard Saves at the start of each episode (like FE battles) * Soft-saves only (never give up! never surrender!) SEASON LOOP: 1. Pick the 32 crew for your vessel and assign them to jobs 2. Episode * 1-2 problems present in choose your own adventure style * Go along the branching path * Choose who deals with a given issue, etc. * Dicerolls! * Consequences! (Medical needs, windfalls, repairs, equipment, new character traits. More dicerolls probably! 3. Manage crew between episodes 4. Repeat (2) and (3) x 6 5. Season finale (functions like episodes, except risk/reward++, and the adventure has additional complications if I am able to program them in. Technical note: Focusing on "perfectly imbalanced" static writing crafted by me and other writers for the adventures. This means mostly sticking names into a pre-existing paragraph mad-lib style and the adventures themselves, probably *mostly* being put together piecemeal or even just crafted fully or with small variations (e.g. the way items work in Cogmind or, on the variant front, Nioh.) TRAITS AND CONDITIONS: * Main Character: level this trait up for every 3 episodes featuring a crew member in the “foreground” (chosen for away mission, dealing with an engineering problem, etc). Every time a character would normally die, keep them alive but level this trait down. Captains and two other characters of player choice will automatically receive 2 levels of MC at the start of a season. * Companionship: every crew member gains companionship with the people they work with. If a beloved crewmate is lost. Gain 1 point per episode, 2 if “easily attached” * Easily attached: gains companionship more quickly than other crew members * Grief: chance to undergo grief for every crewman above certain companionship levels with the recently dead. Grief-stricken crewmates will receive 1-3 levels of this trait which will decrease at the end of each episode. May result in fractional penalties to performance, slight boon to performance depending on situation, or just be flavoring depending what I have time to program.