Decisions, stats
and consequences.
Browsable diagrams and formulas documenting implemented build 3.4.0 mechanics, beside clearly labeled proposed narrative gates.
Source snapshot / game 3.4.0From a mission choice to a saved result.
This is a simplified representation of the implemented mission controller. Special missions, hunt conditions, recoveries, and driving-specific outcomes have additional rules.
- A mission must be available on the board and meet story prerequisites.
- Costs, active car, available fuel and campaign conditions determine whether it can start.
- Auto-resolution uses saved seeded randomness and car statistics. Driven missions use driving results.
- Outcomes may affect rewards, inventory capacity, map, evidence, day, heat and progress.
The three-road decision.
Timing, tunnels and pursuit. Story missions unlock through prerequisites.
Clue evidence gates the route's resolution.
Risk, pursuit and heat-control decisions.
The player picks a route. These three paths are implemented in the current Chapter One; proposed later narrative integration must reconcile their convergence.
Mission success odds
For ordinary Auto-resolved missions, source constants in js/data.js and js/missions.js define the following calculation. Repairs and hunts use special rules; driven missions resolve through their driving system.
Calculating…
Formula: base 0.60 + (effective stat − difficulty) × 0.08 + optional Auto bonus 0.10, rounded and clamped to 0.20–0.95. The model uses effective vehicle stats; repairs always resolve successfully if allowed.
The systems behind the decisions.
| System | Implemented rule (3.4.0) | Source |
|---|---|---|
| Resources | Scrap, electronics and fuel each weigh 1. Inventory is limited by vehicle trunk and HQ storage. | data.js, base.js |
| Storage | Capacity levels: 20 / 40 / 80 total weight. | data.js |
| HQ tiers | Shell → Workshop → Stronghold, unlocking modules and garage slots. | base.js |
| Vehicle wear | +8 for mission success, +15 for failure, with suspension mitigation. At 100 wear the car cannot drive. | data.js |
| Police heat | Heat scale 0–100; a stop can occur from 30, and 90+ is a manhunt threshold. | data.js |
| Neighbor trust | Trust 0–3; each completed side job adds 1; at 3 a named neighbor becomes an ally and grants a perk. | data.js, campaign.js |
| Calendar | Full-moon rule repeats every seven in-game days; mission actions consume in-game time. | data.js, missions.js |
| Opening evidence | Historical prologue lets the period investigator check two items in daylight and one more by lighting a lantern. | opening.js |
Land-plot tradeoffs
+ $1 stand sale bonus, $10 weekly upkeep; nearest Pruitt.
Half the night-raid chance, but police heat cools half as fast; nearest Dell.
+1 forage yield and $2 fuel-can discount, but 20% greater mission fuel use; nearest June.
Proposed crime and final-boss gate.
This final sequence is not yet implemented. The crime, exact evidence thresholds, Pig Man affiliation and loss recovery rules require Ryan and Conlan's narrative work and Chairman approval before the v3.8 integration gate.