QFM MISSIONS/WORLD MAP
Your minions can be sent out into the world after you get a control panel.
From there you can steal from countries (your primary source of income),
plot to discover missions ('Acts of Infamy'), or hide.
Minions generate no heat in Hide mode, but can't steal or plot. Heat will
dissapate in Hide mode as well, and the minions won't be attacked by agents
of justice. Super-agents in the region can attack your minions, but even
then it's very rare. The thing to be careful of with Hide is that it will
only last for TWO MINUTES. After that, it will automatically be cancelled
and the minions will resume plotting or stealing or getting their asses
handed to them by the super agent they decided to steal in front of. That's
TWO MINUTES after you click the 'Hide' button, even if the minions haven't
gotten to the region yet. They will also automatically un-hide when an
agent of justice leaves the region.
If your minions are doing anything other than hiding, they'll be generating
heat in that territory. The more heat, the better the agents that territory
will send to your island, and the higher chance they'll send an Agent of
Justice to where your minions are to kill them. See handy quick-ref table
for how much cash you'll get in each region:
Rating - Max - Cash/Worker Other units bring in more cash than a worker:
$0 - 1000 - $ 20
$1 - 2500 - $ 50 Henchmen -- (Varies)
$2 - $5k - $100 Guards -- x2
$4 - $10k - $200 Mercs -- x3
$5 - $12.5k - $250 Mart. artists -- x3.5
$6 - $15k - $300 Marksmen -- x3.5
$9 - $20k - $400
You start with a few acts of infamy available. When you have sufficient
control panels manned the region's stats will show up on the map and you
can attempt the missios. Each mission specifies a risk level, a timer and
the minion types it needs. Once you have the correct number of worker types
in the region, you can click 'Go' to attempt the mission. The timer will
begin to count down; at different points during the mission (depending on the
risk- there are Risk+1 check points in each mission) some of the minions in
the region will die. A 4-risk mission checks for damage at 5 points when
it's running. Guards and henchmen can help prevent damage (you'll see the
minions blink orange, but none will die), technicians will act as an
emergency buffer in case a control panel becomes unstaffed (and they also
make the mission shorter), and valets will reduce the heat gained if the
mission succeeds.
If you hit Abort, switch your minions to Hide mode, the control panels become
unstaffed for too long, or all your minions in the region get killed, you'll
fail. You can attempt some missions again, after a delay.
If you succeed, you gain heat in the region as noted in the mission
description, and your notoriety rating will go up. Heat fades over time if
you don't have minions plotting or stealing.
There's no reason that you should send ONLY the minimum minion requirements
for a mission, extra guards help keep minions from getting killed. Valets
reduce the heat you get for succeeding. Techs make it easier. Henchman can
do all three depending on their stats. Your extras will also die in the
course of the mission, but if anyone is left standing at the end, you still
succeed, even if it's not one of the people who was needed for the mission.
It appears that you can 'pre-plot' in a region. That is, you can send a
minion to plot there, they won't turn up any acts of infamy (since some
require a certain level of notoriety, or objective to be completed), but when
you achieve that notoriety the acts will become available instantly.
HEAT
As your heat rises in a region, several things happen. First, the region
starts sending agents to your island at shorter time intervals. Second,
the type of agents sent gets nastier. At first you'll get only investigators
and agents (if you have no heat in a region, this is all you'll get). At
maxed out heat you'll get soldiers on kill missions (if you completely max
out heat, this is gauranteed). In between, you'll get agents trying to steal
back stuff, and then agents sent to blow things up. With maxed out heat,
you'll get a squad of soldiers sent every 100 seconds.
Even with 0 heat you'll still get some investigators and super-agents. From
least to most-frequent, these agencies will send people after you:
SMASH (every 10 minutes or so), ANVIL, SABRE, HAMMER, PATRIOT (40 minutes)
Mission List:
FORMAT: (Missions are listed in roughly the order discovered)
'Mission Title' [Risk/Time/Heat/Notoriety Gained/Notoriety needed to find]
- Workers needed (Mission notes, items stolen, etc...)
Henchmen gain 25xp for completing a 0-2 difficulty mission, 50xp for 3-5,
75 for the hardest difficulty 6-7.
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