Author Topic: [DONE] [Suggestion] Bounty after successful mission  (Read 828 times)

Offline Meridian

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[DONE] [Suggestion] Bounty after successful mission
« on: August 02, 2017, 01:07:22 pm »
There is already a research bounty (usually a research gateway unlocking other research or missions or other stuff),
see here: https://openxcom.org/forum/index.php/topic,5227.msg79244.html#msg79244

After discussion on Discord (Solarius, Warboy), I added an item bounty as well... in case you can't put such item into a terrain or into a ship/UFO (as it is normally done).

I decided to add only a single item, for the following reasons:

1. It is easier for player to spot 1 item called "Mission Bounty" in the debriefing "recovered items" GUI than it is to spot several random items. I also suggest giving bounty item a low listOrder, so that it appears on the top of the list

2. You can use this item in manufacturing and turn it into not only any number of items... but also into engineers, scientists, soldiers or crafts. This is more flexible and also allows you to wait until you can actually use the bounty... e.g. until you have a free hangar for a craft or free space for a new staff member.

3. I'm lazy

The bounty item is added into base stores automagically, after any "successful" mission.
OpenXcom counts as success:
 - normal mission: killed or stunned all aliens
 - destroy objective(s) mission: at least 1 survivor, objective(s) already destroyed and no next stage... even if you abort the mission afterwards with at least 1 soldier in exit area (e.g. TFTD alien colony)
OpenXcom counts as failure:
 - normal mission: all soldiers lost
 - normal mission: aborted
 - destroy objective(s) mission: no survivors or aborted while not all objective(s) destroyed yet or not last stage yet
Vanilla ChronoTriggers FORCE_WIN and FORCE_LOSE will override the above, ChronoTrigger FORCE_ABORT will behave the same way as if you aborted a mission.
 
Code: [Select]
alienDeployments:
  - type: STR_LOC_GDX_PRISON
    unlockedResearch: STR_LOC_GDX_PRISON_DONE
    missionBountyItem: STR_LOC_GDX_PRISON_BOUNTY_ITEM # item added after successful mission

Suggestions, improvements, critique, etc. are welcome...
« Last Edit: July 17, 2018, 03:06:30 pm by Meridian »

Offline alinare

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Re: Bounty after successful mission
« Reply #1 on: August 02, 2017, 01:25:00 pm »
Hello Meridian:
Some things have occurred to me, that I do not know if they will be able to be implemented:
- An object only appears once throughout the game, for example, unique artifacts, valuable components.
- That a concrete weapon, that is, only affects a certain objective. For example, a poison that attacks only the sectoids, or the mutons.

Offline Meridian

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Re: Bounty after successful mission
« Reply #2 on: August 02, 2017, 05:26:45 pm »
Hello Meridian:
Some things have occurred to me, that I do not know if they will be able to be implemented:
- An object only appears once throughout the game, for example, unique artifacts, valuable components.

Possible.
Make a mission that only appears once and make this item the bounty from this mission.

- That a concrete weapon, that is, only affects a certain objective. For example, a poison that attacks only the sectoids, or the mutons.

Possible.
There are 10 more armor resistance types, use one of them and make everybody except your selected foes immune to this type of damage.

Offline Solarius Scorch

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Re: Bounty after successful mission
« Reply #3 on: August 02, 2017, 08:19:16 pm »
Great news!

Now we can have the "mysterious chest" feature... Except it will be examined by brainers, not runts. But that's just as good, and perhaps even better.