Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Missions #29

Open
tukkek opened this issue Mar 18, 2017 · 8 comments
Open

Missions #29

tukkek opened this issue Mar 18, 2017 · 8 comments
Milestone

Comments

@tukkek
Copy link
Owner

tukkek commented Mar 18, 2017

Successful missions give you a wealth bonus equal to Mission#level - Lifestyle#wealth.and reputation bonus equal to Mission#level - Character#level. In this sense, missions shouldn't be generated if they're not going to give the player any payment.

Mission level modifiers:

  • Don't raise a severe alarm (+1)
  • Don't raise any alarm (+2)
  • Not showing in which frame the data is (+1 per frame)
  • Data is encrypted (+1)
  • Timed (needs to be done on a specific date)
  • +1 for each hop through remote portals
  • +1 for each hop in a egg hunt (each file only leads to another file in another Frame)
  • +1 if target Frame is always in yellow alarm, +2 if red
@tukkek tukkek added this to the The web milestone Mar 18, 2017
@tukkek
Copy link
Owner Author

tukkek commented Mar 18, 2017

Mission#level
Mission#deadline //as in Lifestyle#day

@tukkek
Copy link
Owner Author

tukkek commented Mar 18, 2017

Take a look at mission objectives and modifiers from Decker. Having multiple objectives should be possible?

Objectives:

  • Steal data (+1)
  • Plant file (+1) - is given a program to run at the node, size varies according to Frame#level
  • Activate/deactivate IO
  • Place backdoor (+1)
  • Crash system (+2)
  • Permanently crash system (+3)
  • Erase a file (-1)
  • Activate payload on a given node.

@tukkek
Copy link
Owner Author

tukkek commented Mar 20, 2017

  • 5d6 days (-2)
  • 4d6 days (-1)
  • 3d6 days deadline (0)
  • 2d6 days (+1)
  • 2 days (+2)

@tukkek
Copy link
Owner Author

tukkek commented Jul 17, 2018

The easiest way to implement missions is to have them modify the system on connect and reset. Systems should be referenced by name (since they are generated only once for each save) to ease serializing.

There should also be callbacks to all active missions from within the system, to mark completion or failure. More than one mission at a time can target the same system.

Mission modifiers too (0 or more per mission): no alarms, no unnecessary tampering, etc.

@tukkek
Copy link
Owner Author

tukkek commented Jul 17, 2018

Accessing a map should also mark the node with the objective using a CSS class (possibly glowing borders). Entering a mission node should do the same.

@tukkek
Copy link
Owner Author

tukkek commented Jul 17, 2018

See #22 #23 .

@tukkek tukkek mentioned this issue Jul 17, 2018
@tukkek
Copy link
Owner Author

tukkek commented Jul 17, 2018

All Companies start out hidden. The player can use Information rolls to find new missions. Accepting a mission reveals the Company permanently. The player can also roll to find new companies on his own.

The result of an information roll (d20+information ranks+charisma+contacts) is the level of the missions generated or the company revealed (if no company is available, reveal highest one below the result).

@tukkek
Copy link
Owner Author

tukkek commented Jul 17, 2018

Failing an accepted mission (either due to a deadline or by failing a condition) results in -1 reputation. Succeeding on a mission only grants +1 reputation if its level is equal or higher to your character level.

Reputation is capped by your lifestyle #28 and it can never go below 0.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant