Missions

## Overview

Missions are optional objectives in *War Brokers* that act similar to achievements. Missions provide the player various tasks and challenges in the game to give players something to aim towards, while also providing some room for learning. Due to the heavy amount of vehicle-related missions, most of the development a player will meet will be on controlling vehicles. Three missions are active at any given time, meaning players can't complete missions ahead of time and must wait until they active; though missions aren't visible unless active regardless, so players wouldn't know what to do even if they wanted.

   Upon completing a mission, a text popup will show on the player's screen telling them they completed the mission and the player will receive the listed reward. Most rewards are crates relating to the relevant vehicle. There are 250 missions that can seen in total, though the last three are filler missions that have no reward or requirements. The 247th mission is the last mission. Due to the incredibly difficult requirements with an unknown factor, many consider the mission impossible and discount it.

Missions may be skipped if the player deems it too difficult, though players should carefully consider this as missions can never be returned to. Skipping means never seeing it again. Players need to have first joined a server to load their missions if they wish to skip any.

Missions are displayed in the Missions menu and the player list/leaderboard (accessed via `Tab` or ```) in numerical order. They will only load upon joining a server at least once.

Missions follow a basic pattern, repeating as a harder version of the previous encounter (a few missions repeat directly or are unique). The order goes: person missions, tank missions, APC missions, heli missions, repeat (Missions 30 - 40 include two blocks of APC Lvl-2). This pattern has four repeats (so you will need to do the same mission for an APC four times, harder each time). Each vehicle section goes in order of level—from level 1 to level 3. All blocks of missions are separated by two missions that reward the player with 20 Coins. All person missions and most vehicle missions have four missions in a row, however sometimes have the fourth replaced by an additional 20 Coin mission (excluding mission 100—an extra tank mission that rewards a crate for whichever tank level you use).

The order of vehicle missions goes: kill *x* players as *vehicle*, travel *x* meters as *vehicle*, play *x* matches as *vehicle*; the fourth differs.

Mission 247 used to be "Kill 1 Tank Lvl-1 as a person with a Unknown without dying within 1000 seconds with health less than 10%". As of version 470 this has been made significantly easier—removing the requirement to have health below 10% and defining "Unknown" as an "AK Rifle".

## Troubleshooting and Tips

* There are two sets of missions that are worded very similar but ask for different objectives. If the mission says **player**, then it is universal. If the mission says **person**, then the mission requires a player who is on foot; it will not work with vehicles.
* Missions that count matches (such as "*x* kills in a match" and "Play *x* matches as *y*") will only count upon the completion of a full round; a full round is a round which players began from the vote screen and ended at the next vote screen.
	+ If players only play partial rounds, then missions that need a number of kills with a limit on deaths will count over more than one round. This allows players to collect their desired kills over multiple rounds and reduce the workload of a single match.
		- Note: only kills/deaths players get after receiving the mission will count to it.
	+ This can be abused to reduce the amount of time players need to spend completing "Play *x* matches as *y*" missions. A player could hop in a Tank Lvl-2 in Northwest, and then go to a Tank Lvl-3 in Pacific. Both will increase upon completion of a match.
		- Note: This does not stack. You can't increase by more than one point per vehicle.
* Missions work by checking what the player has equipped upon killing, not what was actually used to kill. For example, *Mission 30* requires players to get a kill with the RPG. If they use the RPG on a distant enemy and swap weapons before impact, the mission will not complete despite getting a kill with RPG.
	+ This can be used to a player's advantage to make some missions easier. If the player uses an Airstrike on an enemy and then switches to their mission's weapon before impact, the player will still satisfy the mission requirements despite getting the kill with the Airstrike.
	+ This also applies to entering a vehicle—missions will count the kill to said vehicle.
	+ This bug does **not** apply to stats; it is exclusive to missions.
* Missions that ask for you to kill a vehicle will only count if a player is inside. Vacant vehicles do give points, but not kills.
* For early vehicle missions, if you wait until all three missions call for the vehicle and then complete the 'distance travelled' mission first, you can reduce the number of kills you need to achieve (if you get kills on players outside of vehicles).
* Travel missions require you to move yourself. As a player, standing still on top of a tank will not count. Being in the second seat of a vehicle won't count toward the vehicle travel distance. This makes vehicle travel missions the only missions that can't be achieved from the second seat.
* Skipping missions used to cost 40 coins