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Missions #29
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Take a look at mission objectives and modifiers from Decker. Having multiple objectives should be possible? Objectives:
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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. |
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. |
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 ( |
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. |
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:
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