New Rapture Projects

* See also New Rapture
* See also New_Rapture_Prestige_System
* See also Player's Team NPCs
* See also Tools and Tasks
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New Rapture Long-Term Plan for Rebuilding :
Areas of Control/Security/Utility/Residence/Business/Government in New Rapture :
* City Center : highest restoration/polish, prestige, civic functions
* Core Area : usability, improvements, residences businesses industry secure 
* Border/Edge/The Wall : addition, expansion, , rebuilding, integrating
* Frontier : stabilization, preparation, new security perimeter, opportunity
* The Ruins/Wilds : explore, source of Raw Materials coming in to the city
These areas to shift/grow due to Player actions/development as the 'world' is played
Game World is made up of Real terrain with exhaustible resources (potentially wastable)
Resources extracted to be used in Building, Sustaining, Expanding and Improving New Rapture
As the city develops(and grows) it will become more sophisticated and capable of greater rebuilding (and later new construction ?)
IDEA of "New Rapture" (in a Server World) starting very small as the first Players start playing
BUT With sufficient institutions (which the Player uses) existing from the game's start
Players penetration of 'The Wilds' (which initially starts closer in to the 'town') 
Is Important to balance the play mechanism for Resource amounts/speed of exploitation (the game server scenarios (each World instance) likely will run for Real years)
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The Big Projects :
* The Lighthouse - Get those air intakes on the surface back in full operation
* Clearing the Waterways - all the Bathysphere MetroWay lanes
* Atlantic Express - making it go somewhere you actually want to go - its capacity will be useful to future city needs.
* Hephaestus overhaul - needed repairs ( for the 5 original turbines and the later expansions ) and restoring capacity after much too long a time. Many of the heat pipes to the city are corroding and need replacement/repairs.
* Reactivate some of the secondary Geothermal generating units (Steam Wells) for future city needs.
* The Civic Improvements - The Museum, The Zoo, The Ryan Monument, City Hall, The Great Library, etc...
* The Census and City Survey (keeps the maps up to date and planning on track)
* The Sea Slug Farm project
** The source of the 'cure' was there all the time ( ... why Sea Slugs aren't a blob of cancer )
** Bounty offered on obtaining Sea Slugs - Keep your eyes open for them
* The Sea Patrol - outsiders from the surface threaten Rapture's existence
* The Tunnel Boring machine - a key to Rapture's future - getting it repaired
* The Water Turbine power plant off the Abyss edge ( tapping the constant sinking currents ) - repairing and restoring its generation as a redundant supply to the Hephaestus power system.
* Viable population growth - research to correct the genetic damage to restore the ability...
* Sewage processing into Fertilizer for the new farms, Fishgut fertilizer again to be collected.
* Grow/expand Rapture to add the space needed so it wont seem the crowded trap it once did.
* Expand the use of "The Thinker" without becoming dependent on a potentially insane machine.
* Encouraging more diverse food production ( Everyone is 'sick' of fish ).
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"Pardon our Dust" and "Please Excuse Our Mess" signs will be all over in New Rapture ... :
Rebuilding/Repair IS going on everywhere. Please don't blast your way thru weak walls to make a shortcut in someone else's restoration project.
Watch out in the Ruins (the Wild), you blast a wall and the whole thing might collapse on you.
Warning - "Wet Paint"
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Tour Kiosks in the City Center :
"The New Rapture Tour" describes various sites/offices/facilities and their function -- was planned as 'orientation' for New Citizens (Ex-Splicers, 'the cured'), and to show off the progress the New city is making ( to encourage the Citizens to take part in the rebuilding efforts ).
Some recorded messages are reminiscent of the Museum in Ryans Amusements. They make mention of past history and 'the future'.
A structural model is presented.
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Part of History :
Tearing down the Lighthouse - that big statuary at the top is slated for the underwater part of the History Museum. Various other decorative bits will find their way to other locations. How to get it down intact might be a problem. Construction Plans are being searched for that details of how it got up there in the first place. Someone on the New Rapture Council suggested the whole structure be dismantled and rebuilt down below at the 600 foot level because of its historic importance. That proposal is still being considered (A MMORPG 'project' with related Missions ).
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City Projects - Repairing the Bathysphere System :
The AE system was heavily damages and will take extensive repairs and resources (time and effort) before it is useful ( incrementally as sections are made functional ).
Submarines are more flexible but don't have the capacities for bulk transports (and working ones are limited)
Trolleys are being repaired/reactivated but need to operate thru secure territory.
Bathyspheres can fill in some of the transportation needs to New Raptures expanding territory (somewhat faster than walking).
* Stations
** Securing the Station Locations (from Splicers) and repairing/restoring the needed Utilities
** Fouled airlocks need cleaning and repair, replacements
** Pumps/pipes/valves need fixing and restoration to have reliable operation
** Communication Signalling systems to coordinate Bathysphere movements
** Trained operators required (Player missions, with NPCs normally)
* Bathyspheres themselves
** Trained 'pilots' - Automatic systems restoration will take alot of work/time to have any reliability.
** Bathysphere servicing facilities need repairs/restoration to allow normal operations
** Repairs and maintenance - skilled/trained mechanics are required
** Spare parts need to be found or newly made (salvage missions)
* Cables - Miles of the stuff stockpiled (location with access to sea)
** Restoring a Cable manufacturing/repair plant - requires plastics and Ryanium or steel wire
** Submarines equipped with stringing rigs to replace the cables
* Restringing broken cables
** Many left laying on the seabed where they fell when the Cableways were not maintained
** Best were Ryanium fiber rope with synthetic rubber covering
** Splicing joints in broken/damaged cables - meant for quick repairs - temporary fix
* Safety warning lights/signals
** Glowing lights embedded in the cable (about every 100 (50?) feet, used to make the cables visible to submarines, etc..) - an interesting sight to see - Bioluminescence using induction in a metal core line
** Station signals to assist manual control
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Bounty Offered for Recovering BD Development Documentation :
A City sponsored research project is underway which requires knowledge about Big Daddy conditioning and conversion process.  The Project is not to create new ones, but to stabilize many existing Big Daddies which are acting erratic (there are a number known to be in containment in Persephone according to intelligence reports).  Similarly, adjusting the conditioning for recent inexpertly done conversions (by various Factions - you know who you are ) is also needed.   Like so many other things, there is a City Bounty for capturing and bringing in Rogue Big Daddies, with the hope that they can be 'fixed' and returned to useful work (if not eventually have a 'Cure' of their own).
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Civic Project - People Movers :
Taking the track system from 'Journey to the Surface' to make a 'people mover' for the City Center 
(Ryan Amusements is right down the tracks from the Atlantic Express Depot  -- And that AE section was still 'in-repair' as of BS2 times.  Maybe use as a 'Tour' ride of Tenenbaum's Clinic ( which is of great importance to New Rapture, and citizens should be reminded of its goals ) - Just like the old ride at Disneyland  (with an Orson Welles sound-alike narrator explaining 'The Cure' process).  You look down on the various stages of 'The Cure' in progress with soon-to-be  Citizens being saved from their ADAM afflictions ( various violent scenes in the containment facility and grisly looking Splicers that look like they have been thru a meat tenderizer, others of 'recovering' patients watching TV or reorientation programming,  various technologies/procedures shown 'at work' ... )
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A short range 'People Mover' mechanism around the City Center Plaza and adjoining cluster of buildings is being constructed in New Rapture ( a Civic project for Public Achievement brownie-points ).    A small hanging monorail system built as a 'convenience' around the administrative center, and to demonstrate that New Rapture is capable of creating/building its own NEW things and not just repairing/resuscitating the old ...   Mechanism used was modified from that of a 'monorail' design for a small overhead crane ( a warehouse with alot of usable parts was previously located ).  Two separate continuous loops of track are being built with one circling the 'City Center' and the other going down an adjacent 'Street' for a number of blocks and returning back to the central Plaza (will be prime real estate for businesses there...).  A further extension is being built with assistance by the Players (Quest/Missions) and later more extensions are expected.
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Original idea for Ryan's City Center (Rapture's great showcase) -  a Moving Walkway -- was being considered (or was actually built ????)  :
The first 'Moving Walkway' was at the World's Columbian Exposition of 1893 ...  (Hmmmm)
Previous game engines didn't support vehicle modes, and all the Game Terrain was Static  (the moving Bathysphere/Train views were basically Choreographed Cut Scenes.  A real Vehicle game element can offer alot more interesting situations, especially with Player ad hoc moves in Vehicles (Trolleys, Trains, Subs, Diving Suits, Bathyspheres) around the city (rather than the Solo game's "canned recordings").  The MMORPG Game World actually mutates and changes as time goes on, so the system has to show the current views.
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"City Public Project" Assets (Another Game Data Type) :
From game design solution "Issue Decisions via Voting by Players"  (as well as AI automatic default behaviors of the 'City')   -- it seems there is yet ANOTHER Player Created Asset - "City Project" - which will have TEMPLATES created/submitted/vetted/installed, as per the usual process which facilitates the City's governance.   (Proposed) Voting issues are created using these Templates in-game to be used for Citywide Votes (the Players).
Basically they are high-level control for the 'City' NPCs, and their interactions with Players.
Built into a  City Project Asset will be :
* The logic of what must be done to other game objects/locations and the final result - what activities/tasks/sub-projects are needed, and what resource(s)/needs/factors/priorities/other-related-activities might block the project's being accomplished.   Project usually have a sequence of sub-projects/tasks, often which are prerequisites for the next step.   Do A, then Do B, then Do C ...  Various situations/events can cause the project to be aborted or delayed or put up for being cancelled (another Vote).
* Calculations of cost and availability of Tools/Materials/Knowhow/Manpower and risk (including for incremental steps/stages/phases of the project)
* Verbiage describing what the 'City Project' is and does (to use for descriptions shown to Players in ballots/etc..)     Classification of the Project so that when other more important Issues are Pending Votes, then others issues get delayed to later Voting Ballots.   They also can fall into different Voting bodies (some are decided by Representative Subsets of the population  (one of those Prestige positions Players will be encouraged to explore - ie - Councilman).
* What parameters there are to allow issue 'fill-in' variations (as specifics for an instance for a specific vote on a specific issue - anything that simply wastes money usually gets a big Nay vote).  Some Player (in-game) makes a 'City Council' proposal and uses one of the many available 'City Projects' pattern/templates and fills in the specifics.   Might be as simple as "Fix the Trolley Station near my Business at XYZ"  (filling it out is largely a 'Wizard' interface showing available multiple choices).
* A basic desirability for the Cities NPC population  (if Players disinterested and don't take part in Voting on it, some reasonable vote would be cast by the NPCs) and factors that might adjust the decision (ie- Frequent Splicer Attacks on City Center increases a general desire to increase Security...)  Some combination of factors that increase/decrease the priority as a general measure.
* Definitions of what constitutes completion/success for reporting  (milestones, relevant statistics, etc..)
Some City Projects deal with assigning incentives to Players (in defined roles or in general) to get certain things done  (No one wants to be a City Constable ?  Reward more Prestige brownie points now to induce Player to do it...     Rat infestation out of control? - raise the Bounty on rat-skins).    Some decisions like that could have simple default programmed logic for automatic adjustments (for when Players are disinterested in the Vote decision process).  
Notice that I expect some aspects of the game (like the Voting)  WILL BE ignored by many Players and so automatics will be in place to keep it functioning in a reasonable non-destabilizing fashion.
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Once an INSTANCE of a City Project is created (activated by a Vote) it is an Entity attached to the City Resource management which controls various NPCs and their activities and resources.   The sequence of sub-project tasks in turn may have sub-steps/tasks to be accomplished   (more generalized tasks which can be reused in many different 'Projects'.  A Hierarchical Planner (not Rocket Science)  can programmatically run this kind of behavior controls.    Regular reports of progress (Project may take along time to complete) can be generated from the given specifications and the actual results.
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New Rapture City Food Stockpile :
Idea is to encourage Citizens to maintain some amount of food and other necessities in case there is an emergency or unfortunate circumstances.  This goes hand-in-hand with diversifying food production so that a failure in one area doesn't take out a significant proportion of production/supply.  Expanding the production capacity is also needed as additional Splicers are "Cured" and the City's population expands.
Like our modern world, the Citizens have moved from a subsistence economy where they had been dispersed out in the ruins living largely hand-to-mouth ( beside some areas of higher organization/capacity ).   Dependency on various systems leaves the City vulnerable brittle - a failure impacts a large numbers of people and they cannot simply/quickly revert back to a subsistence life ( that was something that took time to develop and a population spread out to find/take advantages of various resources -- Not something you do in a few weeks - the time it takes to starve to death ).
One of the issues for the Citizens to decide (voting) is how much to store Centrally - requiring space and maintenance and security as well as the purchase of supplies -- but with advantage of economy of scale, versus methods to encourage individuals to prepare for themselves (pamphlets are cheap).
No doubt there would be missions for the player to take part in this project.
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WE BUILT IT !!! :
New Rapture's Achievement - a new building with components recovered from several other wrecked ones, along with brand new manufactured components and materials, is being placed and connected to the City Center - demonstrating that the Citizens/City can again do what they once did.  Player can take part in the work (progress demonstrates the process and steps of how Rapture was originally built).  A series of these would be done so that incremental Progress is visible and sustainable for the MMORPG's scenario - versus other things that would be 'one-offs' - unique places where the 'recovery' can really only happen once on the Server World  - ( ie - Reopening of Fort Frolic or Arcadia ) but still could have a long incremental process with many project milestones.
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City Mission - Burning Corpses :
With New Raptures Citizens being Ex-Splicers and losing alot of their Splicer self-regenerating capabilities, Sanitation is a Priority for the New City.   Citizens are directed to institute proper disposal of corpses and general elimination of accumulated garbage and sewage and other hazards.  Elimination of habitats for Vermin, and pest control are likewise required. 
Corpse Bins have been placed in convenient locations within City Territory, and wheel barrows are available for rental by-the-day (with deposit).   A Little Sister Fortress processing center is open 24/7.   Handling such material is hazardous ( Your rubber gloves double for handling electrical hazards ).
Identification of corpses is preferred when possible (collecting what remains of their effects, for the City 'records'), as is potential ADAM recovery (City gives Bounty).  Hauling 'the deceased' away for eventual 'burial at sea' disposal is recommended (a corpse can leave a mighty lasting stink in such a closed environment), but if not possible, incineration is to be employed.  
There might be an unfortunate Twist to this : Zombies
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For The MMORPG, the Lighthouse is Being Torn Down : 
They (New Rapturites) still fear The Surface World (with good reason), so the risk is too much. The remaining connections to The Surface don't justify it continuing.
Strange that it hadn't been done already, but if Ryan was planning it, his 'death' sort of got in the way. It might be a 'symbol', but Ryan obviously was trying to keep Rapture secret ( so many of his actions emphasized that ), that it WOULD have been logical.
SO the MMORPG would have a ongoing project (taking quite a while as it largely has to be done by hand, and various equipment has to be salvaged, and certain of the Lighthouse's functions preserved (it has transmitters, air siphons, the Bathysphere Station, the freight transfer dock (Which STILL are used to get emergency shipments from Ryan's surviving Surface Industrial Organization).
There might be a game 'trick', to show progress to the Player in this project, that alternate perceptions to each Player show a different state depending on how long they have been playing. Their Client program just displays a different set of Assets than what other Players around them shows.
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 Postal System in New Rapture 
Pneumo system is again working (partially - its being repaired as New Rapture expands).
The Pneumo System in the MMORPG is more detailed (the Player interacts with it more).
Flashbacks show how important it was to Rapture - including what happened when it was gone (the 'civil war' disruption).
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Little Things - Just Making Things 'Look Nicer' :
Ruined Fountains found filled with scum and debris ( and a few corpses ).
Just fix them up - Ones NEAR your Residence.
Add Some Plants. A nice Plaque with Poetry or a Pithy 'Saying'.
MMORPG having Fountains with 'Particle Effects' ( an easy Asset to make variations math formula programmed trajectories and fading etc ... ). Player can modify for the desired effect.
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