That mockup is unusable.
I was thinking the menu with the new buttons could dynamically shrink or grow depending on how many were currently available to the player... but you are right that kind of looks messy.
How about something more like this instead then?
Below the normal "
Select Destination" menu a second window appears if there are any defined "
Special Missions" available to the player that the selected craft can be used for.
There can be an infinite number of these which are toggled between using a scroll bar if they exceed the number currently displayed on screen.
In the below mock ups only 3 are displayed at once, but a large window with more buttons displayed at a time would most likely be more practical.
Here is a version with each "
Special Mission" as a button which when clicked launches the mission.
Here is a version with each "
Special Mission" displaying the missions name with a mission launch button beside it.
If you create something more like the second version of this it may be a good idea to also make the word on the button configurable as well so that it can better suit the style of whatever mod is being created.
For example
Chiron's Stargate mod may use
DIAL instead of
SELECT to reference the
Stargate's address activation for portal travel.
Alternatively the launch mission button could be reduced in size to maximize the available space for each "
Special Mission" name's text like so:
4/ missions don't have any research unlocks (Cydonia unlock is practically hardcoded); all other missions have only mission scripts, which can't be used here
but I think a separate screen would be the right path, as opposed to cluttering the Geoscape on craft launch.
I agree that trying to hook this onto the "
Select Destination - Cydonia" screen may cause unintentional frustration for the player and if I understand what
Meridian is saying it sounds like altering the
Cydonia button itself may not be the best method to achieve multiple "
Non-Geoscape Special Missions".
If not from the "
Select Destination" screen where would you want an "
Available Non-Geoscape Missions" type menu to be accessed from?
I think it should be: base functions, crafts, research. For more detailed conditions probably script should handle it.
Base functions requirements for "
Special Missions" would probably be very useful for
Chiron's Stargate mod as it would help code off world travel so that it could only be able to occur from any X-Com
(Or SGC in this case) base(s) with a functional Stargate.