Missions
Location Missions
Missions will become available for the player to complete. Players are notified about the available mission with a pop up dialog box. They can choose to conduct the mission, auto mission or ignore it. The missions will remain open for a set period of time before it auto fails.
Dynamic Missions
Dynamic missions on the other hand come about from live game actions on the game board
Crashed horde ship (from exhaustion) - see craft range.
Crashed enemy craft after the player had intercepted and successfully knocked the craft out of the sky.
Distress calls from followers on their own missions - these happen at random after major game milestones are achieved. These missions give the player additional rewards.
Determining Mission Costs
Conducting missions cost resources. Mission costs increase with game progression. See Mission Costs
Determine Mission Rewards
Players will need items, resources and followers to progress through the game. Need to ensure that the player is given the opportunity to find and recover such items.
The player could miss them so look at their inventory to see if they have these special items.
Look at their tech level and research branches.
Look at previous mission stats - how have they been going with missions?
Difficulty sliders also affect mission manager
As the player progresses through the game through research, resource collection, mission success rates etc, the frequency and difficulty of new missions increases.
See Mission Rewards
Ignored Missions Have Consequences
If the mission is not undertaken in the alloted time, the mission vanishes. At the end of the month, penalties for not completing missions are applied to the summary. See Monthly Summary
Mission where the player must intervene have more than points affects:
Stopping humans from recovering your downed crafts can lead to the discovery of your base and ultimately failing the game.
Larger enemy craft touchdowns near your bases can lead to base discovery
Enemy bases - if enemy bases get close to going online, sparks a mission, if fails, game gets harder?
Pawn Icons
The player can see the pawns from the board as icons at the bottom of the screen. Their soldiers will appear at the top left.The number of APs available will be displayed under the icon as well as the sidebar as little discreet cubes.
When each PC pawn acts it’s turn, the icon is highlighted. When killed the icon disappears. Converted humans are also removed from the icon list. Fog of war hides the pawns not visible to the player’s pawn.
See Soldiers for more info
Starting Points
Starting point will be random.
Dropship takes up x tiles and determines the starting point for soldiers. Unguarded craft can be taken => end of mission & loss of ship. Infiltrate & siphon missions do not include the dropship => soldiers are placed at starting point.
Evac
Player might want to abort the mission. To do so, they need to get their pawns back to the ship - add function to board craft. They can then press abort and mission ends. Any pawns left outside the ship are killed.
Fog of war
Enemy activity that occurs in areas hidden by fog, will be hidden with a screen overlay “hidden movement”
Fog is lifted 1-2 tiles ahead of the player pawn but is affected by the bonus (new attribute: view) which can reduce or block visibility. Enemy can fire at player from fog areas as they can see the whole map.
Fog re-covers areas once the player leaves it.
Pawns, npcs and items are not rendered while in fog.
Objectives
Missions have objectives. Item-based objectives are based off the already generated rewards from mission.
VIPs are generated at the init() of ISO based on chance of pick up. VIPs are NPCs who you convince to convert.
Generic objectives are for missions where no special objectives were rolled - kill all enemies, etc
Objective Types
Compulsory - must complete, can't be based on random outcome.
Optional - bonus extras
See Objectives - Mechanics & Special Mission Objectives
Compulsory Completed Objectives
Players are notified that they are complete and can exit the mission or stay until they get the optional objectives.
A ‘leave button’ will appear, the player does NOT have to meet the same criteria as evac to exit.
Leaving a mission before completing ALL compulsory objectives is a FAILED MISSION
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