Raymond Lara rlara@cs.nmsu.edu
Leon Ross lross@cs.nmsu.edu
David Hindman dhindman@cs.nmsu.edu
Andrew Butler abutler@cs.nmsu.edu
When starting the Mission Phase of the game, this menu will pop up (Figure 1). If such a case comes up that the phasing player does not wish to do any missions this mission phase, he or she may just click "Done!" and therefore will end the mission phase. We will have a check to make sure that at least one mission group has been created before moving to the ActionEventHandler. On the top left corner of the screen, there are two drag down menus. The "Select Planet" drop down menu will only list the planets which have at least one character in it. By selecting the Planet, you then must use the "Select Environ" drop down menu to select which environ the certain characters reside in (The "Select Environ" drop down menu will act like the "Select Planet" menu in which it will only list the environs in which there is at least 1 character inside of it). After that is completed, the characters will then be listed in the box named "Select Characters for Mission".
Now, if the player wants to assign a character (or more than one character) to a mission, he can do so. We will impliment a "toggle" type environment for the box labelled "Select Characters for Mission" so that we can assign multiple characters in an Environ to one type of mission. Then, after the player decides which character(s) they want in the mission, they can then select the type of mission they want using the middle selection bubbles. By selecting the missions, the Info box will display information about the mission selected (i.e. What the mission is looking to accomplish). Missions you cannot go on will appear blacked out and non selectable. Once the player is happy with his selections of character and mission, he will then press "Create Group". Once this happens, the character(s) will be assigned into a Mission Group and listed in the box to the right labelled "Character Group". If the player decided that he made a mistake in his selections, he can "Delete Group" and it will then reset the characters back to the left box as if they were never assigned a mission. If the player decides that he wants to go to another environ or choose a different planet where other characters may lie, he may do so using the drop down menus at any time during the selection process. The groups will be saved and info will be updated as missions are being assigned to the characters. Once the player is happy with his selections, he or she will press "Done!".
After completing the use if Figure 1, we move to the Action Event window (Figure 2). Entering this menu will assume that there is at least 1 environ in the entire galaxy that has a character with a mission in it. The drop down menus will only display the planet/environ in which at least 1 character/group resides in it with a mission pending. Since you have to do the action events one environ at a time, we implimented it this way. Now, after selecting the environ, the "Mission Status" window will display the current missions running as well as the status on the right side of the box. The color of each box represents the status of the mission (Grey = Pending, Green = Completed, Red = Failed). By clicking or "highlighting" one of the missions, the "Mission Group" box will update listing the name(s) of the person(s) in the Mission Group. If a character is clicked on, the "Info" box will display the stats of the certain character, as well as the action event of the most recent card drawn. The rest of the process is self explanatory. As for the bonus draws, we are currently working on how that will be implimented.
Note: Not all missions are taken care of by the Mission Group i.e. not all use cases are filled in accordingly. Will get feedback from other teams for what methods they will use for their missions later.
Name: General Mission Steps
Actors: Rebel(player) or Imperial(AI)
Goal: To present the basic functionality of how the mission phase will be implimented
Precondition: Must be in the phasing player's mission phase
Summary: The use case describes the general way missions will be handled
Post Condition: The effects of a successful mission as well as the consequences of the action cards drawn during the mission phase (i.e. being wounded or killed by creatures or irate locals).
Steps:
Name:(S) Sabotage Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Sabotage Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a sabotage mission. May only be attempted in Environ occupied by Enemy military units and/or if Enemy PDB is UP on the planet.
Summary: The player/AI may attempt to damage the Enemy PDB or military units by undercover activity.
Steps:
Post Condition:If the mission succeeds, the Player may remove one Enemy 1-0 military unit of his/her choice from the Environ (it is eliminated) OR he may place the Enemy PDB down.
Name:(R) Start Rebellion/Stop Rebellion Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Start Rebellion/Stop Rebellion Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a Start Rebellion/Stop Rebellion mission
Summary:
Steps: StartRebellion(); or StopRebellion(); (Planet class)
Post Condition: If a rebel player succeeds (1 letter comes up), the planet is thereby considered in a state of rebellion, while if an imperial player succeeds(2 letters come up), the planet is thereby considered imperial controlled. If both of them failed, nothing has changed in the states of the planets.
Name:(D) Diplomacy Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Diplomacy Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a Diplomacy mission
Summary: The player may attempt to shift planet Loyalty in Player's favor through negotiation with delegates of the local populace
Post Condition: For every time the mission letter comes up in the action events, the loyalty marker is moved once space in favor of the phasing player, to a maximum of two shifts. This will not place a planet in or out of rebellion.
Steps: setLoyalty(1); or setLoyalty(2); (Planet class)
Bonus Draws: One character's Diplomacy rating plus one for each OTHER player on he mission plus current Loyalty Rating.
Name:(P) Scavenge for Possessions Mission
Actors: Rebel(player) only
Goal: Summarize the aspects of the Scavenge for Possessions Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a scavange for possessions mission
Summary: The rebel player may attempt to find an object for later use
Steps: not sure, maybe addPossession(); (Character class) more discussion will be done about it.
Post Condition: If succeeded, the rebel player will aquire a randomly picked object and placed in the inventory of the character in which went on this mission. If failed, nothing changes.
Name:(G) Gain Characters Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Gain Characters Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a gain characters mission. In Star System and Province games, Imperial player may perform this mission only if his current number of characters is equal to or less than the number of characters he started the scenario with.
Summary: The player may attempt to find a new friend of worth to the player's cause.
Steps: createCharacter(); setLocation(Planet); (Character class)
Post Condition: If succeeded the player will recieve a random character to aid in the player's cause wherever it may be. the unit will be placed in the same Mission Group.
Name:(I) Gather Information Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Gather Information Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a Gather Information mission. The planet performed on must be controlled by the non-phasing player if there are no enemy units in the Environ.
Summary: The player may attempt to learn details of Enemy deployment of strategic plans.
Post Condition: If one mission letter comes up in the Action Deck, all Enemy military units and characters on the planet are revealed and detected.
Bonus Draws: One character's Intelligence.
Name:(F) Free Prisoners Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of Free Prisoners Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a free prisoners mission. There must be a friendly captured character within that environ in order to choose this mission.
Summary: The player may attempt to free friendly captured characters in the same environ
Post Condition: Every time that the mission letter comes up in the Action Events, one captured character may be freed; the captured character will be placed with the Mission Group. If more than one character is currently captured, the Phasing Player takes one of his choice from among the Enemy's prisoners (but only those in the same Environ).
Name:(A) Assassination Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Assassination Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with an assassination mission. May only be performed in an Environ occupied by at least one detected Enemy character (who must be named before drawing Action Cards).
Summary: The player may attempt to assassinate any one detected Enemy character in the Environ
Post Condition: If the mission letter comes up in the Action Deck, the named Enemy Character is removed from play. If it does not come up, a random number will be generated from 1 to 6. If a 4 or 5 come up all characters in the mission are captured; and on a roll of 6, all characters on the mission are killed.
Bonus Draws: One character's Intelligence rating.
Name:(B) Start Rebel Camp
Actors: Rebel(player) only
Goal: Summarize the aspects of the Start Rebel Camp Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a start rebel camp mission. May be performed only on a planet that is currently Patriotic or Loyal
Summary: May attempt to establish a band of locals dedicated to the Rebel cause.
Post Condition: If the mission letter comes up in the Action Events, place a Rebel Camp marker in the ENviron. Beginning with the next Rebel Player-Turn, the camp may perform certain missions, within the restrictions of Case 13.32. The camp is removed from the game immediately if the planet's loyalty becomes Dissent or Unrest, OR if there are a number of Imperial Military Strength Points in the Environ equal to or greater than the Environ size plus three.
Name:(T) Subvert Troops
Actors: Rebel(player) only
Goal: Summarize the aspects of the Subvert Troops Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a subvert troops mission. May only be performed in an Environ occupied by Imperial military unit(s).
Summary: May attempt to subvert Imperial Milita, Patrol, or Line Military units to the Rebel cause.
Post Condition: If the mission letter comes up in the Action Deck, the Imperial Player must remove one Imperial Militia military unit from the Environ. It is replaced with a 1-0 Rebel military unit of the same Environ type. If the mission letter comes up twice, two Militia, one Patrol, or one Line unit is removed and replaced with a 2-1 Rebel military unit.
Bonus Draws: One character's Leadership rating.
Name:(C) Coup Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Coup Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a coup mission. May be performed only in an Environ with a Coup rating and if at least one character in the Mission Group has in Intelligence rating greater than one.
Summary: May attempt to place a small group favorable to the Player's cause in control of an environ
Post Condition: For every mission letter that comes up shift the loyalty marker once space in favor of the Phasing player (Much like the Diplomacy mission). May not place a planet in or out of Rebellion. Some Action Events may abort a Coup mission with adverse effects to the Mission Group.
Bonus Draws: One character's Leadership rating plus the planet's Coup rating.
Name:(E) Summon Sovereign Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Summon Sovereign Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a Summon Sovereign mission. May be attempted only in an Environ occupied by a Friendly or neutral sovereign, within the restrictions of case 25.1
Summary: May attempt to summon a sovereign and his loyal followers to the Player's cause
Post Condition: If one mission letter comes up in the Action Events, a friendly sovereign has been summoned. (Case 25.1). If two mission letters come up, a neutral sovereign has been summoned, with the same effects as above. If the mission fails, see (Case 25.15).
Bonus Draws: One character's Diplomacy rating plus one character's Leadership rating.
Name:(J) Spaseship Quest Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Spaceship Quest Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a Spaceship Quest mission. May only be performed by a character with a Navigation rating of two or higher and a spaceship, in an Orbit Box that contains a captured Friendly character or, if Rebelperforming mission, an Imperial Atrocity unit.
Summary: May attempt to free captured characters in the Orbit Box. In the Galactic game, the Rebel Player may attempt to destroy an Imperial Atrocity unit in an Orbit Box.
Post Condition: If one mission letter comes up in the Action Event, one captured character has been rescued; his counter will be placed with the Mission Group. If two mission letters come up, remove and Imperial Atrocity unit from the Orbit Box. If NO mission letters come up, see (Section 24.0). The mission recieves only bonus draws.
Bonus Draws: Evasion value of the pilot and spaceship (Case 14.52) plus the cannon rating of the spaceship.
Name:(H) Steal Enemy Resorces Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Steal Enemy Resources Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a Steal Enemy Resorces mission. May only be attempted if there are at least two Force Points on the Enemy Resource Track. Rebel Player may only perform on an Imperial-controlled Capital or Throne Planet, or if planet in the province scheduled to be taxed this Game-Turn(see case 33.1). The Imperial Player may only perform on the Rebel secret base, after it is revealed (see Case 34.2)
Summary: May attempt to take Force Points from the Enemy Player's Resource Track and add them to yours.
Post Condition: If one mission letter comes up in the Action Events, two Force Points are subtracted from the Enemy Player's Resource Track and added to the Phasing Player's Track. If two mission letters come up, eight Force Points are subtracted from the Enemy Track and added to the Phasing Player's Track.
Bonus Draws: One character's Intelligence rating plus one for each other character in the Mission Group.
Name:(Q) Question Prisoner Mission
Actors: Rebel(player) or Imperial(AI)
Goal: Summarize the aspects of the Question Prisoner Mission
Precondition: Must be in the phasing player's Mission Phase and have a character/mission group with a Question Prisoner mission. May be performed by only ONE character stacked with a captured Enemy character.
Summary: May attempt to learn Enemy secrets by questioning a captured Enemy character. The Imperial Player may choose to torture a captured Rebel Player.
Post Condition: If one Mission Letter comes up in the Action Deck, the captured character has revealed an Enemy secret (see Case 37.4). The mission recieves only Bonus Draws (see Case 37.11).
Bonus Draws: Three plus the questioning character's Intelligence rating, minus the prisoner's Intelligence rating. If the Imperial player announces torture, he recieves six draws, plus and minus the character's Intelligence ratings (however, see Case 37.12).