Mission control

Mission Control

On large events, an HQ is often responsible for hundreds of players organized into task forces made up of teams that may not know each other well. Keeping track of who’s doing what — and making sure objectives handed down by the organizers don’t slip through the cracks — quickly becomes a challenge. Mission Control is built to solve exactly that: a clear record of missions, who’s assigned to them, and how things are progressing.

Accessing Mission Control

Mission Control is available from the HQ tool in the navigation menu, under the Missions tab. Access requires HQ permissions — you need to be a member of your army’s HQ team.


Anatomy of a Mission Item

Each mission on the list is shown as a card summarizing everything HQ needs to know at a glance. Here’s what it’s made of, and why it matters.

Name. The mission name should be unambiguous — „Attack X-Ray Laboratory” tells everyone exactly what’s at stake without needing to open the description. On a busy mission board with a dozen entries, a clear name is what lets HQ scan the list and immediately know what’s going on, without clicking into each item.

Type of mission. Shown as a colored label on the left, the mission type also determines the color of the line drawn to the target on the map: cyan for Move, red for Attack, blue for Defense, magenta for Escort, and green for Special. Seeing the type at a glance — both on the card and on the map — helps HQ quickly judge the overall shape of the operation: how many attacks are running, how many teams are tied up escorting, and so on.

Target. Next to the type, the mission’s target is displayed with its icon and name — this can be a marker (like „X-Ray Laboratory”), a player, or a team, depending on what was selected when the mission was created. This is the actual objective: where the assigned teams need to go, or who/what they need to act on.

State. Shown on the right in italics, the mission state tells HQ — and the organizer, if monitoring through the Administrative Army — exactly where things stand:

  • Waiting — the mission has been created but no teams have been assigned yet, or assigned teams haven’t responded. HQ knows this objective still needs attention.
  • Assigned — teams have been assigned and the mission is in motion. HQ can see the operation has actually started.
  • Rejected — assigned teams declined the mission. This is a strong signal: HQ needs to either reassign it to someone else or escalate, because as it stands, nobody is working on it.
  • Finished — the mission has been completed. HQ can move on and focus attention elsewhere.

Without this, HQ would have no way to tell, from a list of a dozen missions, which ones are actually progressing and which are stuck — short of asking over the radio.

Assigned teams (chips). Below the main info, every team assigned to the mission appears as a chip with its name. The color of each chip reflects that team’s current status:

  • Green — the team is ready and active.
  • Orange — the team is resting.
  • Red — the team is unavailable.

This is where the mission card becomes genuinely useful for planning, not just record-keeping. A mission like „Attack X-Ray Laboratory” might have eight teams assigned — but if three of those chips are red and two are orange, HQ can see at a glance that the attack, as currently staffed, is unlikely to succeed. That’s the cue to either wait, pull in reinforcements, or reassign the mission to teams that are actually in shape to execute it — all without needing to radio every team individually to ask „are you ready?”.


Managing Missions

Once created, a mission appears on the list showing its name, type, state, and target — giving an at-a-glance view of what the objective is, whether it’s been assigned, in progress, or still waiting.

Each mission item has a hamburger menu with three options:

  • Edit mission — opens the editor described above.
  • Assign teams to mission — assigns one or more teams to the mission.
  • Remove — deletes the mission.

Assigned teams appear as chips next to the mission. Each chip is color-coded by team status: green means the team is ready and active, orange means the team is resting, and red means the team is unavailable. This makes it easy to judge a mission’s chances of success at a glance — if half the assigned teams are red, HQ can quickly see the mission is at risk.

Missions can also be assigned to Task Forces — groups of teams defined by HQ, useful when a mission involves multiple teams working together as a single unit.

Mission Visualization on the Map

Mission Control also changes how objectives are shown on the map. In team view, a line is drawn between any team assigned to a mission and that mission’s target. The line’s color reflects the mission type — cyan for Move, red for Attack, blue for Defense, magenta for Escort, and green for Special — and is labeled with the distance to the target and its navigational bearing.

This makes it immediately visible which teams have an active mission, where they’re headed, and how far they have to go. It also helps HQ spot coordination issues — for example, if two teams assigned to the same attack are 1 km and 5 km from the target respectively, they’re unlikely to arrive together and may fail to achieve a coordinated advantage.