mirror of
https://github.com/historicalsource/seastalker
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98 lines
3.7 KiB
Plaintext
98 lines
3.7 KiB
Plaintext
@style (spacing 1)
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@title (Events in the Aquadome)
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@pageheading(DRAFT)
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@majorheading (EVENTS IN THE AQUADOME)
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Events in the Aquadome fall into several sequences.
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The program can step through several sequences concurrently.
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For convenience, let's call
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them by letters, and let's call the beginning of each sequence "turn zero."
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Note: "he" never refers to Player, since Player's gender is unpredictable.
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@heading (A. The air supply)
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This sequence stops if and when Player fixes the air supply.
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@begin (itemize)
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0. Player debarks from the @I(Scimitar).
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11. Player realizes that Zoe (or Tip, if Zoe is not visible) is having trouble
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breathing.
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(If Player asks Bly about the "private matter" before this turn,
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then Antrim explodes angrily, and this sequence begins at this turn.)
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17. First reminder appears on screen, giving 10-turn deadline.
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23. Second reminder appears, giving 4-turn deadline, and Tip offers Player
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Universal Tool if he hasn't before now.
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27. At the last moment, Doc Horvak runs up and saves the day.
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30. Zoe Bly asks Player for a private talk, and then again every 3 turns
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until Player agrees.
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@end (itemize)
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@heading (P. Bly's private matter)
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Zoe has perhaps already mentioned a "private matter" over the
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sonarphone while Player was in the @I(Scimitar).
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@begin (itemize)
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0. Player enters Reception Area for first time.
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15. If Player hasn't asked her about the private matter, she asks Player
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directly, both now and every 3 turns after this. If Player assents or
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asks her about it directly: if the air supply hasn't been fixed, then
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Antrim explodes angrily, and sequence "A" begins at turn 11.
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X. (The timing is unpredictable.)
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Player enters Bly's office for the private discussion. She shows Player
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the "black box" (see sequence "S").
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X+6. Bly reminds Player that the Snark may return and asks if she may ask
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Player some questions. If Player assents, she asks about
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the @I(Scimitar) and lists Player's options for weapons; if not, this
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"event" repeats after 3 turns.
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@end (itemize)
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@heading (S. Siegel's work on sonar)
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This sequence begins when Bly shows Player the "black box." The next time
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Player and Tip are alone, he says he has an idea for testing Marv.
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(He also reminds Player, if necessary, to look in the black box.)
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@begin (itemize)
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0. Player asks Siegel directly to check the sonar.
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Or Player asks Bly to give Siegel a job, and Player assents
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to a job in the communications bldg.
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4. Siegel reports back to Player about black box.
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5. Tip asks to speak to Player privately: if Player refuses, Tip asks
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again every 3 turns; if Player assents, Tip suggests testing Antrim
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(see sequence "O").
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@end (itemize)
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@heading (O. Mick Antrim's work on overheating in sub)
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@begin (itemize)
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0. Player asks Antrim to check sub.
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Even if Player doesn't ask him, Antrim goes off to
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check it, 10 turns after the air supply is fixed
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(sequence "A").
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9. Antrim reports back to Player if the voltage regulator is still broken.
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19. Antrim reports back to Player if Player already fixed the problem.
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At end of Antrim's report, he suggests installing Emergency Survival Units.
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If Player agrees, Greenup & Lowell report back 12 turns later.
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@end (itemize)
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@heading (G. Greenup's attempted escape)
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Greenup starts to escape when Player tries to arrest him.
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However, the timing doesn't begin until:
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@begin (itemize)
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0. Player looks at the video monitor in Bly's office.
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Greenup's head is just coming into view.
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If Player closes the airlock roof, the escape is foiled.
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1. Greenup is climbing into the airlock.
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If Player opens the airlock hatch, the escape is foiled.
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2. Greenup is scrambling aboard the sub.
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If Player cuts electricity, the escape is foiled.
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3. If Player opened the airlock hatch and didn't close it, then
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the Aquadome itself is flooded and the game's over.
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@end (itemize)
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