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c0e9473
Add Gas Miner Control Console and budget system
marc-pelletier Dec 31, 2025
e3d992e
Clarify Gas Miner Control Console overview
marc-pelletier Dec 31, 2025
ae1d41e
Fix formatting in gas miner control console document
marc-pelletier Dec 31, 2025
af31a73
Update terminology from 'extraction credits' to 'gas credits'
marc-pelletier Dec 31, 2025
25bdb14
Update gas-miner-control-console.md
marc-pelletier Dec 31, 2025
f0fc1c4
Clarify gas miners' production and gameplay implications
marc-pelletier Dec 31, 2025
5b4c243
Document gas miner control console features
marc-pelletier Dec 31, 2025
dd10d55
Revise Atmos department proposal wording
marc-pelletier Dec 31, 2025
20e69f5
Revise gas miner control console proposal
marc-pelletier Dec 31, 2025
d6cca01
Refine wording in gas miner control console proposal
marc-pelletier Dec 31, 2025
bbc2033
Enhance description of Gas Miner Control Console changes
marc-pelletier Dec 31, 2025
7856818
Simplify budget description in gas miner proposal
marc-pelletier Dec 31, 2025
f59f714
Update and rename gas-miner-control-console.md to atmospheric-technic…
marc-pelletier Jan 4, 2026
7ef2a4e
Update atmospheric-technician.md
marc-pelletier Jan 4, 2026
9c70526
Revise motivation for atmospheric technician role
marc-pelletier Jan 4, 2026
d8d77c4
Revise Atmospheric Technician role and gas economy
marc-pelletier Jan 4, 2026
cdf1072
Refine reasoning and budget implications for Atmos Tech
marc-pelletier Jan 4, 2026
60538c8
Remove question about addressing PR issues
marc-pelletier Jan 4, 2026
87f789b
Update atmospheric-technician.md
marc-pelletier Jan 4, 2026
d20b13e
Refine atmospheric technician role description
marc-pelletier Jan 4, 2026
2bec681
Clarify gas management goal in design proposal
marc-pelletier Jan 4, 2026
9973d6e
Revise Atmospheric Technician role and gas economy
marc-pelletier Jan 4, 2026
9f141bb
Revise Atmospheric Technician role and gas economy
marc-pelletier Jan 5, 2026
78170c9
Update atmospheric-technician.md
marc-pelletier Jan 6, 2026
547ad18
Update atmospheric technician role and guidelines
marc-pelletier Jan 6, 2026
f94131b
Revise Atmospheric Technician role and gas economy
marc-pelletier Jan 6, 2026
c83d9a9
Revise Atmospheric Technician gameplay loop and economy
marc-pelletier Jan 6, 2026
db41367
Revise atmospheric technician proposal details
marc-pelletier Jan 6, 2026
9f5293e
Revise Atmospheric Technician role and gas economy
marc-pelletier Jan 17, 2026
bae7642
Rename atmospheric-technician.md to arc.md
marc-pelletier Jan 17, 2026
18d7e3b
Update status from Draft to Proposal in ARC document
marc-pelletier Jan 17, 2026
cd9d7f2
Remove emergency money case from arc.md
marc-pelletier Jan 17, 2026
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99 changes: 99 additions & 0 deletions src/design-proposals/arc.md
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# Atmospheric Reserves Computer (ARC) and Gas Economy Design Document

## Status
**Proposal**

## Overview / Core Goal

Introduce a realistic gas economy where gases are no longer infinite or free. All gas usage, loss, and production ties into a dedicated departmental budget called AIR (Atmospheric Integrity Reserve).

This creates meaningful trade-offs:
- Wasteful practices (overpressurizing pipes, unnecessary venting, poor pipe design, large breaches) cost station funds directly.
- Encourages efficient atmos gameplay: better pipe layouts, recycling loops, in-house basic gas production, careful management.
- Prevents early/mid-game exploits for infinite cash and energy while providing starting leeway.
- Forces late-game coordination with Cargo for exotic/rare gases instead of self-sufficient infinite production.

Gas becomes a purchasable commodity with per-mol pricing, managed through the ARC, a specialized console tied to Cargo ordering systems but focused on atmos needs.

## The ARC (Atmospheric Reserves Computer)

- New computer placed in Engineering/Atmos areas (near main distribution loop/gas storage).
- Specialized Cargo Request Computer variant dedicated to gas procurement and budget oversight.
- Linked to gas extractors (miners) that supply purchasable gases.
- Key features:
- View and manage AIR budget balance.
- Purchase gases directly from linked extractors (configure output pressure, moles-per-second rate).
- UI shows current reserves in extractors, extractor status, cost per mol.

## The AIR Budget (Atmospheric Integrity Reserve)

- Separate departmental fund for gas-related expenses.
- Prevents atmos mismanagement and experimentation from bankrupting the entire engineering department.
- Starts with generous buffer for round start and early game.
- Income sources:
- Initial round-start allocation.
- Periodic department budget payouts.
- Typical cargo activity.
- Spending occurs on:
- Every mole of gas purchased via ARC.
- Typical cargo catalog items.
- Isolates risk: catastrophic breach costs AIR money, not whole station budget, but repeated issues can force emergency transfers or budget requests.

## Gas Pricing and Valuation

All gases have monetary value per mole (values to be tuned based on testing):
- Oxygen (O₂): $0.10 / mol
- Nitrogen (N₂): $0.01 / mol
- Single tile of breathable air mix (roughly 21% O₂ / 79% N₂ at 101 kPa) = $3 in raw cost.
- Waste and common gases (CO₂, Water Vapor) remain cheap.
- Other gases (N₂O, Plasma, etc.): higher values.
- Prices make basic air meaningful but affordable early; exotic gases require late-game Cargo interaction.

## Changes to Gas Sources / Extractors

- Gas miners / extractors no longer provide infinite free gas.
- Internal finite reserves (equivalent to 10-50 full canisters depending on type/tier).
- Depleted reserves stop production until ARC purchase replenishes them.
- ARC controls extractor output: set pressure, flow rate (moles/second) to avoid overproduction waste.
- Ends exploits like infinite plasma/oxygen for TEG overclocking or frezon/healium spam.

## Tool / Item / Machine Adjustments

- Canisters / Portable tanks: filling draws from paid reserves (via pipes or ARC-linked fill ports).
- Gas recyclers / electrolyzers: more important for in-house O₂ production from station air or waste loops (reduces ARC spending).
- Distro loops / pipes: efficiency critical; leaks or bad designs bleed budget.
- No free/infinite sources remain; station-produced air ties back to initial paid gases or recycling.

## Gameplay Implications

- Early game: forgiving startup budget for basic setup and minor spacing.
- Mid game: forces optimization, recycling, minimizing loss.
- Late game: exotics require Cargo collaboration.
- Antag / events: breaches, fires, deliberate venting drain AIR quickly, force command attention.
- Balance: poor atmos play hurts station funds and requires active management.
- Fun factor: introduces resource-management style gameplay to atmos.

## Detailed Gameplay & Station-Wide Implications

Implementing the ARC, AIR budget, and priced gases fundamentally alters how atmospherics functions and how the station as a whole operates. These changes remove the ability for atmos to generate infinite money and energy, shifting the department from a passive powerhouse to an active, resource-constrained guardian of the station's atmosphere. The effects ripple outward, touching every department and round phase in ways that demand careful balancing through live playtesting.

At its core, this system changes the atmos mindset from "set it and forget it" to deliberate stewardship. Gases now carry real economic weight: every mole purchased, every leak tolerated, every unnecessary vent or overpressurized pipe translates to AIR funds spent. Basic station air remains relatively forgiving - nitrogen is cheap, oxygen costly but manageable with recycling and electrolyzers - allowing room for honest mistakes, minor spacing events, or even deliberate waste in controlled scenarios (e.g., testing a new loop or emergency purging). However, repeated or large-scale waste (major hull breaches, prolonged fires, careless distro overproduction) can drain the AIR budget noticeably, creating tension without immediately bankrupting the department. The starting buffer and emergency money case provide leeway for early experimentation and recovery, but sustained inefficiency forces active intervention: better pipe layouts, closed recycling loops, conservative flow rates, and in-house O₂ production to stretch reserves.

This shift has profound station-wide consequences. Previously, atmos could subsidize the entire station through infinite gas production - overrunning TEGs for endless energy with zero downsides or selling exotic gases for easy spesos. That would end entirely. Atmos will no longer act as an infinite money printer or self-sustaining power source; instead, its success now follows Cargo's performance rather than leading it. A thriving Cargo department generates the funds needed to replenish AIR and purchase precursors for mixing, enabling atmos to scale into advanced gas production, crystallizer, HFR and SM experimentation, or high-output burns. A struggling or inactive Cargo leaves atmos constrained: stuck on basic air, limited experimental gases, and cautious power generation. This interdependence is intentional rather than an oversight - it prevents any single department from dominating the economy and encourages cross-station coordination, deals, and communication that were previously one directional.

Game progression will naturally feel markedly different as a result. Early rounds remain accessible with a generous startup allocation, letting atmos establish basics and handle any early spacings without panic. Mid-game introduces real walls: extractor reserves deplete, forcing optimization and recycling to avoid constant ARC purchases. Late-game exotic gases and large-scale projects become rewards for a healthy station economy, not early exploits. Power generation via TEGs or other gas systems transitions from free infinite energy to a budgeted, late-round endeavor that requires careful fuel management and Cargo support to sustain.

Antagonist play and events gain new weight. Deliberate breaches, plasma floods, or prolonged fires are no longer just engineering annoyances - they represent direct economic attacks that can force command attention, emergency fund transfers, or budget requests. This makes atmos disasters high-stakes team events, demanding coordinated response rather than "eh, just max distro."

These changes create meaningful new trade-offs and dependencies that will take time and live testing to fully balance. New players may find budget tracking and reserve management intimidating at first. Low-pop rounds could stall gas mixing projects and even refilling of spaced areas if Cargo underperforms. Overly punitive waste penalties risk frustrating experimentation or punishing honest errors. Balancing the exact pricing, starting buffer size, and emergency mechanisms will take careful observation in live games - some rounds may feel tighter than intended, others too lenient. Yet these are solvable issues, and addressing them thoughtfully will yield a version of atmospherics that actually carries genuine mechanical and narrative weight. Rounds will play out differently: more interdependent, more consequential, with air no longer an afterthought but a scarce, valuable resource whose management can shape the station's fate.

## Feedback Requested

This is a proposal to overhaul the gas economy with the **Atmospheric Reserves Computer (ARC)**, **AIR budget**, priced gases, and finite extractors - making gases a real, budgeted resource rather than infinite/free.

Particularly looking for feedback on:
- Does this give atmospherics (as handled by Engineers or whoever plays the systems) a stronger, more focused identity with real stakes and consequences, separate from just being "Engineering's side gig"?
- Do the boundaries, budget isolation, and Cargo interdependence create healthy cooperation and productive tension between departments (especially Engineering, Cargo, and Command) without excessive frustration or gridlock?
- How aggressive should basic gas pricing be (e.g., nitrogen/CO₂/water vapor very cheap for survival basics, oxygen moderate, plasma significantly expensive to gate advanced play)?

All input appreciated - especially from players who run Atmos/Engineering/Cargo regularly.