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# System prepended metadata

title: exploration - missions

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2023 from the present notes considering the thedder idea from https://hackmd.io/A2G7UWacQsOq-ki9Gz_9sw 
(all missions with hostiles allow the hostiles to thedder yoink the explorer's shuttles back on the station. even the mindless beasts. explorer ABSOLUTE FAILURE [they got themslves all killed and left the shuttle] may result in the station being raided by the threat they tried to terminate) 

all non ghost combat missions are to be assumed to be in dangerous hostile terrain/enviroment/entities

# exploration - missions
as per usual... a throwaway of ideas to keep me from forgetting them all
yadayada yall know the drill
attempt to keep the missions with theese parameters
* the mission has some effect to the station. either sudgesting the requirment of station crew to tag along
    * having a risk for something to return to the station from the mission
    * having the mission suscess/failure have an effect on the station

# missions - relatively simple
theese missions should fit in our current codebase as it is
* hostage situation -
ghost reqirment: 2-4* (hostage doesnt get a ghost initially)
station interactions/perks: possible sec recruitment, possible syndicate assault on station, mission is very open ended to all parties involved
    * syndicate agents have kidnapped a high value target and are demanding ransom. coordinates to the derelict where they demand the exchange are given.
    * spawns 1-3 syndies (popdependant) in a ruin with a small pool of TC's and a hostage with a "supression mask" said mask keeps the target souless and in a state of SSD. whenever the mask is removed the body is instantly made avilable to ghost players. does not work on normal players (its just conditional ghost spawn)
    * syndicate win condition - aquire the required credit value. either in credits or in goods uploaded via a piratelike selling pad.
    syndicate stalemate condition - keep the hostage
    syndicate loose condition - hostage dies nonrevivably (they cant ransom a rotted body)
    NT win condition - aquire the hostage on the station's bridge
    NT lose condition - hostage dies nonrevivably 

* VIP hunt - my take on new VIP
    ghost requirment: 2-4
    station interactions/perks: station interactions/perks: possible sec recruitment, possible syndicate assault on station, mission is very open ended to all parties involved... might be better with supercruise v2
    * local VIP has been hunted by syndicates possibly for ransom or inteligence purposes. they have been on the run for a while and have finally come into contact with local authorities. they reqest a rescue.
    * spawns a VIP in a ruin with a nearly functional shuttle that can possibly be repaired with tools mats and parts, 
    spawns a syndicate ship with 1-3 syndies each with 10tc uplink (dependand on station pop) at the edge of the orbital system. ALL parties know of the VIP's location
    * Syndicate win condition - place the VIP in the prisoner chamber (the one from fugitives). alive or revivably dead. (the  chamber will not accept a deteriorated corpse (the syndicate wants him if not alive REVIVABLE))
    and then leave the orbital sector via hyperspace (the drive in question takes 3 minutes to spool up and makes your ship visible to EVERYONE)
    * syndicate loose condition - the VIP is extracted by NT
    * NT win condition - extract the VIP by bringing him to the bridge of the station and putting them in a hyperspace pod waiting there. the pod in question has a 2 minute warmup so syndies still have a small chance
    * NT loose condition - the syndicate extract the VIP

* Delaminating crystal - 
ghost requirment: N/A
station interactions/perks: mission suscess - explo research, mission failure. halucinations and anomalies as if an SM delamed..., free crystal
    * a derelict science outpost's SuperMatter engine has been detected to be very slowly delaminating due to non ideal enviromental conditions. this older model is incased in protective hypernobilium case that slows its delamination rate at the cost of its power output but engineering interfeearance is required
    * NT win condition - sm crystal is stabalized at 100% for at least 2 minutes
    * NT loose condition - sm crystal reaches criticality
    
* reverse nukies - o how the tables have turned
ghost requirment 3-6
station interactions/perks: crew will need to show their ability to deck out their explorers for WAR
    * spwans a fully functional syndicate base outfitted with 3-6 synies (based op pop) 10tc each they cannot leave the their station... they have disk explorers have a nuke... do i need to say anything else
* hostile nest termination 
ghost requirment 2-6
station interaction/perks: crew will need to deck out/support the explorers.
    * spawns a *nest/small base* of (lings,nightmares,cult,xenos,syndies,heretics(with extra spellpoints,))

# setup missions. small and easy missions that may provide assistance in future missions

* satelite setup quick easy and dirty
ghost requriment N/A
crew interaction: sci engi and portective support

* establish a sattelite over the station from a sat kit. delivered at cargo. it requires some mid to high tier mats to build, and certain machinery nearby. must be protected for some time from hostile space fauna. (you must setup your own power. the z-level does not despawn. just hope a tot doesnt subvert the AI and install a missile battery)

* optional upgrades
    * if you spend the extra mile to setup costly and slow. missile batteries. you may provide your AI with orbital bombardment capabilities... to assist. (the batteries are not cheap and must be built in conjunction with a plasma generator next to them). 1 battery has 2 strikes before being used up

    * a long distance teleporter may be installed. it provides the AI the ability to teleport items to and from the station (from a specific pad) to and from any place the AI may see in an exploration region. it has a L O N G  cooldown of 15 minutes

* this mission provides a special property and may be compleated at any time even if not given by NT... the AI will gain the ability to observe/interact with derelicts on all terestrial sites the crew are to visit in the future
    
# missions - potentially terrestrial
theese missions may require the implementation of a terrestrial mission site/enviroment
(if ideas/sprites/maps for terrestrial enviroments/flora/fauna/modifiers are needed you know who to hit:wink:)

* outpost setup - construction and supply
 ghost requirment: N/A
 station interactions/perks: heavier interaction with some departments.
     * cargo is delivered a empty outpost kit. a large machine that's capable of handling and holding all the basic needs of an initial outpost... its the crew's objective to setup the machine at the designated location and fuffil all its reqirments
     * outpost kit requirments
        generic - all kits will demand those
        to be in a habitable atmos.
        crarged with 1MW power
        300u of nutriment. calculated from food items in kit inventory
        100u of vitamins. calculated from food items in kit inventory
        1 medkit worth of brute and burn medicine aka 
        50u any bruteheal medicine & 50u any burn medicine
        OR
        100u of brute&burn patches (since they stack to 50 that would be 2 stacks)
        specific - when spawned picks at least 1... but theoretically multiple random kit type/s... that kit will have theese following requirments
        virological - generates a bountylike viral culture.
        engineering - 400parts of iron and glass and 10 units of each component type of at least tier (2 or 3)
        mining - 3 PKA'S with randomly generated upgrade demands, 2 laser cutters
        expeditionary - 3 weapons of any type, 3 sets of melee armor
        atmospherics - tanks full of a specific high tier gastype AND/OR a specific gasmix made of at least 3 procedurally picked advanced gasses
        botanical - procedurally generated list of plants with specific characteristics (lets get those botanists to do something other than death and weed)
may also require some machines to be setup at random like autolathes,cam concole ect
        
        
* survey site - construction and supply
    ghost requirment: N/A
    station interactions/perks: for now no ideas but future major pr's may use its completion to inform the station crew of  SOMETHING valuable/important/dangerous
    * simular to outpost setup. cargo is delivered an survey probe. that must be setup with very specific requirments at a specific location
    * setup requirments
    pick 1,5 to 2,5MW power input
    generate a special gas mix of basic and advanced gasses. the machine's tile must be filled with it
    pick a value of 0-3600. this many units of radiation must be maintained on the machine within range. no more no less
    * when turned on the machine may produce, gasses and or radiation. that may disrupt its enviroment. 
    * the machine must operate for 5 minutes

* Alpha predator hunt - unga bunga mission
    ghost requirment: 1-4* (one variant has 2-4 ghost roles others have 1)
      station interactions/perks: other than rescue operations in hostile enviroment the predator has the oportunity to get on the station.
    * a highly dangerous Alpha predator is terrorizing mining operations at a given z-level
    * spawns a alpha predator for ghost to inhabit from a list of variants.
ALL variants have the trait of high damage and very slow natural healing. and the ability to heal when "devouring targets" (dealing 300 damage on body either alive or dead and removing 2 organs. does not work on bodies with 250 or more damage and missing organss). and also night vision
    * variants - for variety's sake
    ***blind predator*** - naturally blind behemoth. only navigating via audio cues (from racc's pr). this variant possesses a special armortype that has a brute and burn absorption of 100% BUT. it looses absorption with damage that it recovers slowly back to 100%. it also hits the hardest and has a massive health pool of 500
    ***stalking predator*** - possesses the ability to "hide". allows it to become invisible when under any structure. including lavaland flora,tables,chairs ect. possesses "eyesight" that allows it to see far away simular to binoculars. and a leap ability that's identical to xenomorph hunters. and make traps that hurt anyone who steps on them. however its attacks are the weakest and it has no armor and only 250hp
***Pack predators*** - spwans 2-4 weaker predators (stationpop) instead of one. they possess a hivemind communication and always know eachoter's location via a visual tracekr. one of them is the alpha. if he dies all those buffs are gone. the pack can revive each other with a special ability but it requires them to have consumed 2 bodies for each revive.
the pack has the lowest hp of 150 and damage equal to the stalker
***tracking predator*** - a tough predator with heavy armor and 400hp that can track anyone's location. and see trough walls who is however very slow. it can spin webs on tiles to deny territory and throw them as well. acting as bolas. its attacks are venomous.
    * if the predators have consumed 3 bodies they can use shuttle consoles in a basic way. that will forcefully bring the ship back to its innitial dock
    
# missions - NPC's
the following missions require the concept of NonPlayableCarbons possessing simple but swappable AI's.
ai types: 
**timid** - moves around the station. wont fight if attacked but rather run. can be caught by crew and will follow if told to. if hurt to much becomes terrified
**terrified** - runs from most things. if caught by players for a while without harm it will calm down into timid
**survivor** - can be picked by ghosts at any time giving the objective SURVIVE. untill then it will pick up items designated as usefull and attack things that attack it... but never attack for no reason. it will try to heal itself with items it picked up
**insane** - same as survivor but it will attack anything it sees. ghosts that enter it have some scizo objectives. survive... they are out to get you... kill everything they wou'dve done the .
AI's that have ghosted or died from npc's cannot enter another for 2 minutes

* ***SOS*** - a station hails for your help. there could be all sorts of problems out there. and NT gives you all sorts of orders. due to SOS'S large scale and potentually long objectives. theese may be large endgame missions. SOS is also highly varied and is basically multiple missions that can occur in multiple enviroments. it is to be noted that the crew IS NEVER MADE AWARE OF THE THREAT... only their objecives
SOS missions consist of 3 base variables picked form a list to maximise variety
station interactions/perks: some of the modifiers may require some jobs to tag along. but in any case the chances of stuff comming back to the station from refugees to witnesses are not 0
ghost requirment: low to high. varies greatly
    * ***threat type*** - what's going on out there
    **infection** - a very dangerous viral outbreak has infected a large portion of the NPC crew. modifies the crew's AI modes 80% timid 20% survivor
    **infestation** - an area of the base is infested with, 1-3 xenos, 2-6 clock scarabs that can make more by stealing vitality, 2-3 blood cultists. the npc's wills are to weak to make proper cultists so converting them shards them and a ghost is allowed to enter. but survivorAI npc's are converted and are avilable for ghosts.
AItypes 60% terrified 30-40% survivor 0-10% insane 
    ~~**anomaly containment breach** - a high tier sentient anomaly has breached containment. AItypes 60% terrified 30-40% survivor 0-10% insane~~
    **paragon containment breach** - a paragon instance of a.
 nonreproductive xeno larva (cannot become a drone), nightmare,changeling. has breached containment. it will feast on the crew growing stronger
a paragon is a variant of an entity that has the devour ability. that grants it 5% health and stam resistance for each devour. and 5% damage and armor gain for every 2 devours. all paragons start off with +10% health, +50%stam resist. paragons's sprite is larger and continues to grow larger with each devouring 
AItypes 60% terrified 30-40% survivor 0-10% insane 
**slautherdemon containment breach** - self explanatory
**zombie outbreak** - zombifined npc's become obviously hostile and ghost controllable
**rouge AI** - spawns a small AIsat and an AI with murderous lawset with a borg or two
**something is wrong** - something is wrong 
AI types 100% insane and they have all become paragons
    * **objective type** - pick 1 or 2 objectives depending on the mission's overal difficulty
    **extract blackbox** - a blackbox has spawned in the station. find it and extract it.
    **extract site director** - spawns special ghost controllable character. save them
    ~~**extract anomaly** - a medium to high risk anomaly is lost inside the facility. find it and extract it... carefull it might bite~~
**rescue operation** (altruistic) - rescue at least 30% of the crew. more saved crew bigger payout... once on station the crew may be shipped offstation via bridge pod.
**termination** (menevolent) - none must know of the events that transpired - do not allow any SOS crewmember to escape via a pod or shuttle, and prevent the site threat from escaping the site. rule wise only sec/command/explorers are aware of this. any other crew may freely help the site survivors
**containment** (menevolent) - contain containment is defined as resisting the threat to its initial containment chamber and if sentient using the inteligence dampener:tm: provided via cargo at the start of the mission for 10 minutes on it... HOWEVER THE THREAT MUST NOT BE TERMINATED... years of reserach will be wasted. terminating the threat will result in penalty
    * **additional modifiers** sometimes you might need to pack some extra crew
    **bloody** - the entire facility is covered in large amounts of blood... if the threat type is infection. its infected blood. if its slautherdemon god help you... in any case bring a janitor 
    **supermatter delamination** - the local supermatter is delaminating. its a older weaker but safer modeal meaning it delams solwer. 
**enviromental anomalies present** - basic enviromental anomalies are present. and continiously spawn... pyrocastic spawn far rarer than usual
**security forces present** - spawns pods that contain officers for ghosts. their job is to save as many crew and escape
**aidditonal shuttles** - usually the site spawns with at least 1 nonfunctional shuttle to allow survivors to escape without the station's help... this time it spawns with multiple
**ship** - the site is not a base... but a very very large ship.. incopatable with additional shuttles
~~**terrestrial** - the site is located on the surface of lavaland~~
~~**flux anomaly testing site** - anomalies are scattered across the site~~