diff --git a/decisions/questions.md b/decisions/questions.md index 08794567d..5e10d9fb8 100644 --- a/decisions/questions.md +++ b/decisions/questions.md @@ -152,6 +152,17 @@ Tracked questions awaiting discussion or resolution. - **Assigned to:** Gestalt, Paula, Dudley - **Source:** Knowledge Graph & Information Boundaries Workshop (Gestalt/Paula Round 1) +### Q-027: Fast-travel system design +- **Status:** Open +- **Question:** How does inter-system travel work in production gameplay? The current hub teleport (Home key, #501) is scoped as Gauntlet-only dev tool. Production travel must be diegetic and respect asymmetric information. Proposed flow: player goes to local gate → warps to system gate → interacts with target menu → jumps to destination system gate. Key constraints: + 1. **Region gating:** fast-travel only available from safe or fast-travel-enabled regions. If you rented transport to reach a remote location (e.g. mountain colony), you must return the transport to civilization first — this can be a skip-travel interaction but must happen in-world. + 2. **Asymmetric information:** NPCs observe arrivals and departures. Travel choices leak information (who saw you leave, who sees you arrive, what transport was used). + 3. **Home key in production:** at most, Home could prompt "Do you want to fast-travel to the system hub?" if in a safe/enabled region — never instant teleport. + 4. **Transport types:** walking, rented vehicle, public transit, gate network — each with different information exposure profiles. +- **Context:** #501 implemented instant Home key teleport gated behind `gauntlet_mode`. Re-scoped to Gauntlet-only after design review. Production fast-travel needs separate design and implementation. +- **Assigned to:** Gestalt, Paula, Tyre +- **Source:** Sprint 10 PR review discussion (2026-02-19) + --- -*26 questions (3 resolved, 2 partially resolved, 21 open). Last updated: 2026-02-11* +*27 questions (3 resolved, 2 partially resolved, 22 open). Last updated: 2026-02-19*