Quick-Play Tactical Missions
Created: 2025-02-08 04:17:40 | Last updated: 2025-02-08 04:17:40 | Status: Public
Mission Type 1: Capture the Flag (5-8 minutes)
{
"mission_type": "capture_flag",
"board_width": 6,
"board_height": 6,
"turn_limit": 10,
"victory_conditions": ["flag_captured", "enemy_eliminated"],
"special_rules": {
"flag_carrier_speed": -1,
"flag_pickup_ap": 1,
"flag_position": {"x": 3, "y": 3}
},
"player1_units": {
"soldier": 2,
"tank": 1
},
"player2_units": {
"soldier": 2,
"tank": 1
}
}
- Flag placed in center
- Units must spend 1 AP to pick up flag
- Flag carrier moves slower
- Win by returning flag to starting edge or eliminating enemy
- Smaller map forces engagement
Mission Type 2: King of the Hill (5-7 minutes)
{
"mission_type": "king_hill",
"board_width": 7,
"board_height": 7,
"turn_limit": 8,
"victory_conditions": ["points_threshold"],
"special_rules": {
"hill_position": {"x": 3, "y": 3},
"points_per_turn": 2,
"points_to_win": 6,
"hill_defense_bonus": 1
}
}
- Central hill grants points each turn
- Multiple units can contribute points
- Quick matches through point accumulation
- Defensive bonus on hill creates tactical choices
Mission Type 3: Supply Run (7-10 minutes)
{
"mission_type": "supply_run",
"board_width": 8,
"board_height": 6,
"turn_limit": 12,
"victory_conditions": ["supplies_collected", "enemy_eliminated"],
"special_rules": {
"supply_points": [
{"x": 2, "y": 2},
{"x": 5, "y": 2},
{"x": 3, "y": 4}
],
"supplies_to_win": 2,
"pickup_ap_cost": 1
}
}
- Collect supplies from specific points
- Each supply pickup costs 1 AP
- Win by collecting majority or elimination
- Supplies placed to force movement
Mission Type 4: Breakthrough (5-8 minutes)
{
"mission_type": "breakthrough",
"board_width": 8,
"board_height": 5,
"turn_limit": 10,
"victory_conditions": ["units_escaped", "enemy_eliminated"],
"special_rules": {
"escape_edge": "right",
"units_needed": 2,
"escape_ap_cost": 1
}
}
- Get specific number of units to opposite edge
- Narrow map creates chokepoints
- Quick games through focused objective
- Alternative win through elimination
Mission Type 5: Sabotage (7-10 minutes)
{
"mission_type": "sabotage",
"board_width": 7,
"board_height": 7,
"turn_limit": 12,
"victory_conditions": ["targets_destroyed"],
"special_rules": {
"target_positions": [
{"x": 5, "y": 1},
{"x": 5, "y": 5}
],
"target_health": 2,
"destroy_ap_cost": 2
}
}
- Destroy specific objectives on map
- Objectives require multiple hits
- Defender must split forces
- Attack focused gameplay
Required Implementation Changes
1. New Victory Condition System
class_name VictoryCondition
extends Resource
var type: String
var parameters: Dictionary
func check_condition(game_state: GameState) -> bool:
match type:
"flag_captured": return _check_flag_capture(game_state)
"points_threshold": return _check_points(game_state)
"supplies_collected": return _check_supplies(game_state)
"units_escaped": return _check_escape(game_state)
"targets_destroyed": return _check_targets(game_state)
return false
2. Mission Configuration Loader
class_name MissionConfig
extends Resource
var mission_type: String
var special_rules: Dictionary
var victory_conditions: Array
func load_mission(mission_id: String) -> Dictionary:
var mission_data = _load_mission_file(mission_id)
return _process_mission_config(mission_data)
3. Special Rules Handler
class_name SpecialRulesHandler
extends Node
func apply_mission_rules(game_state: GameState, rules: Dictionary) -> void:
for rule in rules:
match rule:
"flag_carrier_speed": _apply_flag_carrier_effect(game_state, rules[rule])
"hill_defense_bonus": _apply_hill_bonus(game_state, rules[rule])
Mission Design Guidelines
-
Time Management
- 10-12 turns maximum
- Clear objectives visible from start
- Multiple paths to victory -
Map Considerations
- Smaller maps (6x6 to 8x8)
- Focused objective placement
- Meaningful terrain placement -
Unit Balance
- Reduced unit counts (3-4 per side)
- Specialized unit roles
- Clear counter-relationships -
Engagement Forcing
- Centralized objectives
- Time pressure through turn limits
- Point accumulation mechanics