Missions & Contracts
After level 20, you’re no longer the one being dispatched — you’re the one doing the dispatching. Missions are tycoon-phase operations where you assign crew to tasks and manage your growing agency.
The Perspective Flip
In the prologue, Norvic assigned you tasks and you completed them yourself. Now the roles reverse:
| Prologue | Tycoon | |
|---|---|---|
| You are | The crew | The boss |
| Tasks | You do them | Your crew does them |
| Timer | Instant (energy-only) | Crew dispatch timer (idle) |
| Failure | Impossible | Possible |
| Rewards | Personal salary | Agency revenue |
Everything you learned doing tasks as an employee — which affinities matter, what skills unlock what — now becomes management knowledge. “I know this task needs high Technical, so I’ll send my best engineer.”
Missions
A mission is a client operation that bundles multiple tasks together. This is where the task concept you know from the prologue scales up.
Mission Structure
Each mission contains:
- Tasks — the same kind of work you did as an employee, but now crew handles them
- Requirements — energy, credits, materials, minimum affinity scores
- Crew slots — you must assign crew members with the right skills
- Timer — idle timer starts when you dispatch crew (this is where timers earn their place)
Running a Mission
- Select a mission from your active service’s mission board.
- Review requirements: energy, credits, materials, crew count, affinity minimums.
- Assign crew members to tasks (their affinities and skills affect outcome quality).
- Launch. The idle timer begins — your crew is out there working.
- Collect results when the timer completes.
Mission Outcomes
Unlike the prologue, missions can fail. Star ratings depend on your crew’s affinity match and skill levels, not your personal effort choice. Poor crew assignments lead to poor outcomes. Failed missions waste resources but still provide some XP.
Contracts
Contracts are the big-picture revenue drivers. An NPC client hires your agency to complete a series of missions.
Contract Structure
Each contract specifies:
- Client — the NPC who issued it (their reputation and demands vary)
- Service type — which of your services the contract requires
- Missions required — how many missions you must complete to fulfill it
- Deadline — time limit in hours
- Reward — credits, reputation, and possibly rare items
- Tier — difficulty/prestige level affecting both requirements and payoff
Contract Requirements
To accept a contract, your agency must meet:
- Level requirement — your agency level
- Reputation gate — minimum reputation with the client or generally
- Service availability — you must have the relevant service unlocked
Premium contracts may also require specific skills (contract gate skills unlock these).
Fulfilling a Contract
- Accept the contract from the contracts board.
- Complete the required number of missions before the deadline.
- Each completed mission increments your progress counter.
- Once all missions are done, the contract resolves and rewards are paid.
- Missing the deadline results in a failed contract (reputation penalty).
Why Contracts Matter
Contracts are your primary revenue stream in the tycoon phase. They provide:
- Credits — agency operating funds (with reward multipliers for higher tiers)
- Reputation — unlocks better contracts and NPC relationships
- Rare rewards — unique items, blueprints, certifications
The most profitable contracts require high affinity scores, skilled crew, and the right service capabilities. Building toward these is the long-term progression loop.