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Capture, Power & Reactor System (Win Condition)
This is the core match system. The reactor is linked to the capture system and the power system. It decides who wins a match.
Two sides: Octavium (Octavians) and the Anarchists (Raiders). If a team reaches too much power, they win the match. After each match there is a 30 minute cooldown.
There is a different deployment UI for Anarchists and for Octavians.
Deployment board (UI name: deployment)
The deployment board is the deploy GUI that already exists (some framework is there).
[IMAGE: deployment GUI. A/B/C spawn points, each "UNDER CONTEST". Power meter bar at top. CHOOSE SPAWN with SPAWN / UNAVAILABLE and a spawn cooldown.]

- On the deployment board you see your home spawn as well as the objectives.
- Objectives show as spawn points (A, B, C). Each shows its status, e.g. "UNDER CONTEST". If an objective is under contest, you can spawn there and capture it (that's the status, basically).
- CHOOSE SPAWN: a SPAWN button (and an UNAVAILABLE state when you can't spawn there), plus a spawn cooldown timer.
Power meter:
- The power meter is the bar at the top, with the objectives shown across it.
- It represents power. The bar has to change dynamically based on what's happening in the match (captures, objectives held, etc.).
- If a team reaches too much power, they win the match.
The objectives, in order:
- Radio Tower (in the Raider zone)
- Reactor
Announcement UIs
- raid1 = Octavian announcements.

- raid2 = Anarchist / Raider announcements.

- All civilians also get the Octavian announcement UI (raid1).
- Announcements are sent to both Anarchist and Octavium teams throughout each match, using the correct UI per side.
Objective 1: Radio Tower (Raider zone)
If captured, the capturing side can control the propaganda screens across the city.
Propaganda screens:
- We have premade audios and decals that show on the screens.
- The controller moves between screens through the Decal Control Panel UI, and can also control the loudspeakers.
- Access to these is through two different chairs or something (one for screens/decals, one for loudspeakers).
- Once captured, they can change audios and decals throughout the game.
- If the enemy controls it, the screen becomes a red screen with propaganda playing.
- Troops can shoot these screens to destroy them. They have health. When destroyed they disappear for 20 minutes.
Objective 2: Reactor
The reactor powers the entire city. It has three areas: the coal room, the coolant room, and the reactor room.
Coal room
- Players drive to the coal plant to get coal to put in.
- If they don't put in coal, the reactor dies down and has a meltdown (not getting fuel). Coal has to be put in at all times.
- When you put in coal you should be rewarded with some cash.
Coolant room
- A room with coolant things.
- The coolant thing can break. If it breaks, you hold a proximity prompt to fix it.
- While fixing you get a mechanical fixing sound. You need a specific tool to fix it, which mechanics have.
- If coolant goes away, it shows on the central board.
Reactor room
- You can turn off coolants 1, 2, 3 and the boosters.
- There's a balance: if some are on and some off, it's balanced, no meltdown.
- If all coolers are off and all boosters on, temperature will rise.
- If temperature rises above a specific point, a meltdown starts.
- If a meltdown starts, tons of announcements must be sent out. UI input here, and picture/effects of what is happening. Add air raid siren and warnings etc.
Destroying the reactor (Raider explosive)
- The reactor can also be destroyed if Raiders plant an explosive.
- Raiders get the explosive at spawn. The explosive only spawns at Raider spawn when they take the Radio Tower.
- They need to get the explosive to a specific place at the reactor.
- If someone drops the explosive, everyone on the Raider team gets an announcement about it, and it shows on the map where it's dropped. It respawns after 5 minutes if no one picks it up.
- To destroy: plant the explosive on the reactor and keep it there for 40 seconds. Reactor announcement alarms play before it goes off.
- When it explodes, the reactor switches to its broken version and the fence to the city beside the reactor opens. At this point Octavium control is extremely weak.
City falling (lose condition for Octavium)
- The reactor is an objective. After it's destroyed, if the Octavians don't reclaim the reactor within 10 minutes, and the Anarchists hold it for 10 minutes, the city falls.
- A cutscene plays for everyone: the Octavian flag being lowered and the Anarchist flag being raised.
- All Octavians spawn in the jail for 10 minutes. Anarchists control the city for 10 minutes max.
- During this period:
- Anarchists get spawns inside the city through the deployment GUI. Flags change out.
- Octavians spawn inside prison without any UI, they are all just stuck there.
- Civilians spawn outside, however.
- After the period ends, Octavians return.
- Then a grace period of 20 minutes happens before the next raid can take place. Octavians control 20 minutes of peace, basically.
Audio, ambience & interactivity
- For different scenarios happening, audio must start playing. If it's about to explode, send a message / cue. Tense music can play for different scenarios, and it plays group-wide. Tense music for different scenarios.
- The reactor must be super interactive: fire starting if it's overheating at different places, things happening to coolants, electrical sounds going off. Ambience for different scenarios (overheating etc.). Make it super interactable.
- Send tons of announcements through the systems.
Notifications & announcements
Send announcements/notifications for: objective under contest, objective captured, radio tower taken, screen destroyed, coolant broken, coolant fixed, coal added, temperature rising, meltdown starting, explosive spawned, explosive dropped (with map location), explosive planted, reactor exploded, fence opened, city falling countdown, city fallen, Octavians jailed, grace period started, etc.
No extra pictures yet.