That looks neat! 🙂
Once the mission on the 890 works I hope that, long term, objectives eventually will become less binary in effect though…
So the overarcing objective would obviously still be something akin to ‘Save the crew and neutralize any hostiles’ where that it includes optional objectives of stopping hacking attempts of for example life support, surveillance/logging system, weapons/turrets, Door access,… and depending on how one does new/remaining objectives may be to just clear the ship, or if one didn’t stop the appropriate hacks they may be replaced by still
– manually override the life support systems to be turned on again before the original crew and guests (some ‘last to leave’ personell might still be holed up somewhere) start to suffocate
– saving the remaining personell that are now easier accessible to the bandits (if door access hack wasn’t stopped)
– un-hack doors as those may otherwise have to be blowtorched/hacked/pryed open whilst bandits can roam much more freely (potentially making other objectives harder, see above)
– manually override turret control again before the bandits use them to blow your ships up (though of one left a Pilot on the ship the good guys used to arrive he may retreat to avoid this)
turning some failed hacks into new time critical objectives rather than immediately failing the mission and some still remaining optional (If for example one saves the crew and has a pilot that can avoid the turrets then the crew might take care of the turrets eventually).
And if one manages to stop (or undo) the hack(s) as well as successfully makes one’s way to the survivors that continue to live, then (the) one remaining crewmember might now open all doors to you and work on locking them again for the bandits making the clearing out part much easier from that point on… bonus rewards could then be rewarded for crew saved, as little damage done to the ship (no one of the saviours shot off the turrets or the like and as frew doors blow-torched through) and of course for bandits that are incapacitated rather than dead (where that bonus is even higher if the ship surveillance systems weren’t deleted/hacked successfully).
This would make the mission playable for 1-2 Players (though with suboptimal results as one has to pick objectives to successfully complete) and increased/viable rewards for skilled and/or organised groups of 4-5 People aswell since they are more likely to rack up higher mission rewards from interrupted hacks (and their repercussions) and prevented damage to the ship/personell and ideally more carefully captured rather than swiftly killed bandits.
Or something like that… or maybe I’ve just played too many rpg’s to have this kind of expectation… Oo
Thanks for sharing your thoughts 🙂 we have so many ideas on how to expand this type of mission in the future with new variants and objectives!