FICSIT FIELD OPS DOCTRINE // DRAFT FOR REVIEW
PROJECT IGNITION · HOW WE PLAY
Concept — Spitball Draft

How We Play
Together

A way to build one factory as a scattered crew — different timezones, different lives, no set schedule. Not a job. A mission board that turns "someone should do coal power" into "here's the mission, here's the crew, grab it when you're free." Fun first. Slow, organic. No deadlines, no headcount targets.

Tempo
Async-first
never "everyone online at once"
Unit of work
Micro-missions
small, claimable, self-scheduled
Progress by
Capability unlocked
not calendar dates
Growth
Slow & organic
fun for all > numbers
01 /

The Core Loop

The whole system is one repeating cycle. It runs without anyone being in charge of everyone — the board holds the state, crews self-organize, the factory advances.

01
Need

The factory needs something ("coal power online"). It becomes a mission on the board.

02
Claim

Anyone browses open missions and claims one. Small enough for 1–3 people.

03
Crew Up

Claimers form a micro-crew & pick their own time in the mission's channel. No org chart.

04
Build

They build it whenever their timezones overlap. Post progress. Ask for inputs from other roles.

05
Ship

Mission closes, unlocks the next need. Screenshot to the showcase. Loop repeats.

02 /

The Mission Board

The heart of it: a divide-and-conquer job board sitting on top of Discord. Browse what needs doing, claim a slot, self-schedule with whoever else claimed it. Here's what it looks like in our current world — we're about to unlock coal power:

And the rest of the board — a mix of statuses so people always find something at their level:

MISSION BOARD // WORLD: IGNITE4 OPEN · 2 ACTIVE · 1 QUEUED
Coal Power Block
Stand up coal generators + grid connection. Kills the biomass babysitting.
CoalWaterPowercrew: 3beginner-friendly
Recruiting
1 / 3 slots
Reinforced Plate Line
Iron + screws → reinforced iron plates at 5/min for the next elevator delivery.
Ironcrew: 1–2solo-ok
In Progress
2 / 2 · switch3d +1
Main Bus — Section 2
Extend the central belt bus so future factories can tap standardized lanes.
LogisticsOptimizationcrew: 2
Recruiting
0 / 2 slots
Oil Scout & Claim
Find the nearest oil node, flag it, plan the pipe route. Unlocks plastics era.
OilExplorercrew: 1queued → needs Tier 5
Queued
unlocks later
03 /

The Roles We May Need

Three families of role. Resource roles (own an input — the coordination engine), function roles (own a system that cuts across resources), and floating roles (help anywhere). Nobody's locked in — this is a starting menu to riff on, and people can wear two hats in a small crew.

Resource Roles — you own an input
Ore BaronsRESOURCE

Iron, Copper, Limestone, Coal, Caterium, etc. — one owner per resource. You mine, smelt, and ship your material to whoever needs it. The classic "you own iron, steel needs you" engine.

Best for: people who like owning a lane end-to-end.
Fluids GuildRESOURCE

Oil, Water, Nitrogen, and their refined chains. Pipes behave differently than belts, so fluids often want a dedicated brain. Everything mid-late game routes through here.

Best for: people who enjoy the pipe/throughput puzzle.
Function Roles — you own a system
PowerFUNCTION

Owns the grid. Biomass → coal → fuel → nuclear as we progress. Keeps the lights on so nobody trips the whole factory. The coal-power mission is this role's first big moment.

High-trust: a power trip stops everyone.
Logistics / RailFUNCTION

Owns the main bus, trains, truck routes, drones. The connective tissue between everyone's factories. Standardizes belt lanes so builds plug in cleanly.

Best for: the person who loves a clean bus.
OptimizationFUNCTION

Visits finished factories and makes them better — balancers, clock tuning, ratios, cleanup. Only for people happy to wait for others to finish. The patient perfectionist role.

Async-perfect: works on things after the fact.
ArchitectFUNCTION

Owns the plan & look — site layout, where things go, the aesthetic, foundations. Turns "a pile of factories" into a place. Keeps the megaproject coherent.

Best for: the planner / the builder-with-taste.
Floating Roles — help anywhere
Explorer / ScoutFLOATING

Finds nodes, hard drives, slugs, and safe paths. Feeds the board with "here's the next oil, here's a power slug." Great first role for a new player — low stakes, high value.

Perfect solo + async — go exploring whenever.
QuartermasterFLOATING

Runs the mission board itself — writes up needs, keeps statuses honest, nudges stale missions, welcomes new folks and points them at a beginner mission. The "dungeon master."

The glue role. Could be you, or rotate it.
04 /

Stages — By Capability, Not Calendar

No dates. Each stage is a capability we've unlocked, which changes what missions exist and which roles matter. The game's own tech tree is the pacing — we advance when we advance.

Stage · Spark
TRIGGER: server live, first few pioneers in

Biomass power, hand-fed. Missions are tiny: "smelt iron," "screws line," "scout the area." Everyone wears many hats. Goal is rhythm and first contact, not scale. ← roughly where we are.

Stage · Coal
TRIGGER: coal generators researched (now!)

First real division of labor: Power role is born, Coal + Water become meaningful. The coal-power mission is the first true multi-role crew job. Board gets its first "recruiting a crew of 3" listing.

Stage · Logistics
TRIGGER: main bus / first trains

Logistics/Rail role matters. Factories stop being islands. Missions start referencing "tap the bus at lane 4." Optimization role gets real work cleaning up Stage-Spark spaghetti.

Stage · Fluids
TRIGGER: oil unlocked

Fluids Guild spins up. Plastics/rubber force cross-guild coordination. Missions get bigger and more interdependent — the board's dependency links start mattering.

Stage · Beyond
TRIGGER: nuclear / late tiers / world #2

If we've outgrown one world, a second world opens (maybe a different region for far-flung folks). Each world runs its own board under one community. Same loop, more factories.

05 /

Where Does The Board Live?

Your question: a webpage, or built into Discord? Both work. Here's the honest trade — and a recommendation to start light and grow into the web version only if we need it.

◆ START HERE

Inside Discord

Forum channel + a bot + mission-specific threads
  • Zero context-switch — people already live in Discord.
  • Each mission = a forum post / thread ("#m-coal-power") where the crew self-schedules & chats.
  • A simple bot posts missions, tracks claims with reactions/buttons, pings roles.
  • Async-native — notifications, mobile, threads all free.
  • Board "view" is less pretty than a real webpage.
  • Bot needs building/maintaining (that's my job).

A Webpage

Cloudflare Pages board synced to the game/Discord
  • Gorgeous, glanceable — a real kanban of the whole factory.
  • Can show live server status, the megaproject map, dependency links.
  • Sharable link for recruiting ("look what we're building").
  • Another place to check — splits attention from Discord.
  • Needs hosting + sync plumbing (more to build/keep alive).
  • Overkill until missions outgrow threads.
Recommended path

Start in Discord (forum channel + light bot). It's async-native, it's where everyone already is, and it proves the mission-board idea with almost no plumbing. Graduate to a webpage (this exact aesthetic) as a beautiful read-only "front window" — live board + megaproject map — once we have enough missions that a glanceable view actually helps and gives us something gorgeous to recruit with. The webpage becomes the trophy case; Discord stays the workshop.

06 /

Open Questions To Spitball

Q1 · CLAIMING

Do people self-claim missions freely, or does the Quartermaster assign to balance load? (Lean self-claim for fun, QM only nudges.)

Q2 · CREW SIZE

Cap crews at 3? Bigger feels like a party but hits the server player-cap and gets chaotic. Small crews = more parallel missions.

Q3 · ROLE LOCK

Hard "you ONLY touch your resource" (your friend's rule) or soft "you own it but can pitch in"? Hard = more coordination + more friction. Soft = more forgiving for a casual, async crew.

Q4 · TIMEZONES

Tag each person's rough timezone on the board so crews form around overlapping hours? Maybe missions get a "best window" the crew sets.

Q5 · WHAT'S A MISSION

Who writes them — anyone can propose a mission, or only QM? And how small is too small? (A mission should be a satisfying evening, not a chore.)

Q6 · REWARD

Purely the fun + a showcase post? Or light flair — a "mission complete" role badge, a name on the megaproject plaque? Keep it non-grindy.

07 /

What The Research Says

Not vibes — pulled from real multiplayer guides, performance docs, and community-building writeups. Three findings that shape how we play (full notes in research/community-research.md):

Always-On FactoryHOOK

The real reason groups self-host isn't player count — it's that production is time-based and never stops. With auto-pause off, the factory runs 24/7. You log off, others build, you wake to full containers. That's our best recruiting line — and we already host it.

Use in every recruit post: "our factory runs while you sleep."
Trains, Not TrucksCONSTRAINT

Hard truth: vehicles are effectively unusable for non-host players (they warp/get kicked). Trains are far better. So shared logistics = a belt bus + trains, and Logistics missions avoid truck/tractor routes. Build production near nodes to cut long belt highways (they're the #1 lag source).

Directly shapes Logistics + Optimization missions.
Async = Our EdgeSTRATEGY

Community advice is unanimous: events turn usernames into a community — but most events are ghost towns because they need everyone online at once. Our people can't sync (timezones, PS5/UK, kids, jobs). The async mission board is the fix: shared stakes without "be online at 8pm." Start with ONE good sprint, not a flooded calendar.

This is the genuine differentiator, not a nice-to-have.
Console Can't Join (Be Honest)HEADS-UP

PS5/Xbox launched but have no PC cross-play and a 4-player cap. If someone's on console, tell them kindly up front they can't join our PC server — better than false hope. Steam + Epic on PC play fine together.

Set expectations at the door.
08 /

Save Forks & Build-Offs

The unlock that turns our two weaknesses (player cap + can't-all-be-online) into the format itself. A Satisfactory save is just a portable file — so we can snapshot the world at any stage, hand identical copies to different crews, let everyone build the same mission on their own time, then compare and vote a winner.

01
Checkpoint

Keep a named save at each stage (Coal, Logistics, Fluids…). It's our backup cadence — just kept & labeled.

02
Fork

Copy a checkpoint. Every crew gets the identical starting world for a challenge.

03
Build-Off

Same mission, same seed ("best steel plant from Coal"). Each crew builds on their fork whenever they're free.

04
Judge

Compare throughput / footprint / power / looks. Community votes a winner. Or keep them all as an exhibit.

05
Canonize

Winner becomes the new main world — or the winning crew rebuilds their design in it. (Pick one model.)

Why this is the elegant version

The forks don't have to run on our server. We hand out the checkpoint .sav; people build on their own machine (solo or their own listen server) and submit the result save back. That means unlimited parallel builds, zero extra server cost, fully async, and it sidesteps the 8–16 player ceiling entirely. It's also the "show your skills" mechanic — grounded in a real file flow instead of a vibe. And a spare checkpoint is the perfect newcomer sandbox: practice on an early save without touching the main world.

CONSTRAINT · MERGE

You can't merge two Satisfactory saves. So "canonize" = either the winning fork becomes the main world, or the winning crew rebuilds their design in the main world. Decide which.

SPITBALL · JUDGING

How do we pick a winner without it getting sweaty? Community vote? Agreed metrics (parts/min, power, footprint)? Category awards (most efficient / prettiest / most cursed)? Keep it fun.

SPITBALL · CADENCE

Build-offs as the occasional "big event," with the normal mission board as the everyday. One build-off per stage?

09 /

Settlers — The Orientation

The missing on-ramp. New players don't get dumped into the main factory — they arrive as Settlers, a small cohort taken through orientation by a Guide. Westworld-style: you enter a crafted world with someone who shows you the ropes before you're loose. It turns "I joined the Discord" into "I own a resource and I'm contributing."

The Guide

1 experienced player per cohort · a role, not a chore
  • Takes 5–6 Settlers through their first session on the orientation world.
  • Teaches the basics: build, belts, the resource-role idea, how the mission board works.
  • Reads each Settler — points them at a resource/role that fits how they like to play.
  • Hands them off to the main world + a first beginner-friendly mission.
  • Rotating duty — don't burn one person out. Guiding is itself a respected role.
◆ RUNS ON A FORK

The Orientation World

A dedicated checkpoint save — not the main factory
  • Settlers learn on an orientation fork, so mistakes never touch the canonical world.
  • Reuses the Save Forks system — a spare early checkpoint IS the sandbox.
  • Keeps the main world uncluttered and the player-cap free for the real crew.
  • Cap reality: 1 Guide + 5–6 Settlers ≈ 7 people = near the ceiling. Run one cohort at a time, or in smaller waves.

The settler pipeline, end to end:

01
Arrive

New player joins the Discord from LFG. Tagged Settler. Sees a friendly "here's how this works."

02
Cohort

Grouped into a small wave (5–6). Waits for the next Guide session — or jumps a solo tutorial fork meanwhile.

03
Orient

Guide runs them through basics on the orientation world. Low stakes, high welcome. Questions encouraged.

04
Choose

Settler picks (or is voted) a resource/function role that fits them. Becomes a full Pioneer.

05
Deploy

Joins the main world with a first beginner-friendly mission waiting. Now they belong.

SPITBALL · GUIDE REWARD

What makes Guiding feel good, not like unpaid support? A respected badge/role, first dibs on build-offs, a "mentored N settlers" wall? Keep it honor-based.

SPITBALL · SOLO PATH

For the impatient / off-hours settler: a self-serve tutorial fork + a checklist so they can start before a Guide is free. Async-friendly.

SPITBALL · GRADUATION

Is there a small "you're a Pioneer now" moment? A first mission completed, a role claimed, a welcome in #announcements? Rituals make people stay.