Isometric Battlefield (Deployed Missions)

The player will be able to explore locations (small micro levels) with NPCs, traps, enemies, loot. The player will be able to talk to npcs and get hints and info about the city/earth. Inside these locations, player characters have locomotion, ability to fire weapons and pick up/interact with items.

Design note:

*The goal for the player is to stop ‘humans’ from praying, reducing the electromagnetic waves coming from their heads. Each human they stop, increases the threat level for humanity which heightens the alertness of patrolling human authority who can detect you. It also gets the player one step closer to weakening the space-time fabric to allow you to warp in supplies to ultimately construct the beachhead to take over the planet.*

Use player’s selected avatar here - with your turn, affects combat  and during dialogue.

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.

Selected player pawn - update sidebar to include primary & secondary weapon slots and a single utility slot (medpack, etc

**Starting Points**

Starting point will be random.

Dropship takes up a tile 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.

Players can take up to 6 soldiers on missions.  Their initial placement depends on where the dropship /start position is placed.

**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.

**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

**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,

**Fog of war (Production Roadmap)**

* 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.

**Importance of Avatars**

Affects bonuses and stats for player’s soldiers in attacks, converts etc on ISOs