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GAME SYSTEMS // OBJECTIVE MODEL

Mission Objectives & Medals

How clear percentage, fast-clear timing, objective selection, medal persistence, and co-op cash-out scoring currently work.

5SELECTED
OBJECTIVES
CLEAR GOLD95%DEFEATED / ADMITTED
FULL CLEAR DISPLAY100GENUINE COMPLETE COUNT
FAST-CLEAR GOLD10MSERVER WALL CLOCK
CO-OP CASH OUTP0MEDAL TOTAL SOURCE
01

What “clear the map” measures

UNIQUE ADMITTED HOSTILES
BRONZE50%

At least half of admitted hostiles defeated

SILVER75%

Three quarters of admitted hostiles defeated

GOLD95%

Gold does not require a literal full clear

FULL CLEAR100

Written to displayed progress only at 100%

clear progress = defeated unique admitted hostiles ÷ total unique admitted hostiles

The denominator is assembled during play. It is not a static count of every enemy authored into the map.

02A

Counted when spawned

ADMITTED
  • Population enemiesOrdinary hostile population registered as it enters play.
  • HordesTriggered wave members admitted as each hostile spawns.
  • Boss addsHostile reinforcements created during the boss encounter.
  • Active bossThe current boss joins the same unique-hostile count.
02B

Intentionally excluded

NOT ADMITTED
  • FixturesMap machinery and fixture-like combat objects are not objectives.
  • Reward-suppressed summonsSummons explicitly excluded from rewards do not inflate the denominator.
  • Never-triggered encountersEnemies in skipped areas or triggers never spawn and never enter the count.
03

Fast-clear wall clock

ZONE CREATE → RESULT EVALUATION
GOLD≤ 10:00
SILVER≤ 15:00
BRONZE≤ 20:00
FAILED> 20:00
STARTServer creates the zone
RESTORECheckpoint keeps the original clock
STOPBeam-out/result processing evaluates objectives

This is a shared server wall clock, not combat-only time. Loading and setup plus the final boss-completion and beam-out interval can be included, so the full measurement is not strictly player-controlled.

04

Current objective selection

FIXED FIVE-OBJECTIVE SET
OBJECTIVEBRONZESILVERGOLDMEASUREMENT
Finish Level Quickly≤20 min≤15 min≤10 minShared server wall clock
Do Damage OftenScaledScaledScaledDifficulty-scaled hit-count thresholds
Touch All Obelisks1 use2 uses3 usesIncluded only when obelisks are present; accepted uses count
Defeat All Monsters50%75%95%Defeated share of unique admitted hostiles
Huge Damage5 hits15 hits30 hitsQualifying large-damage hits
05

Mission results, persistence, and co-op

MEDALS ARE NOT ACHIEVEMENTS
CHAIN RESULTObjective medals

Medals remain attached to the current chain result and influence cash-out rarity.

DURABLE PROGRESSCompletion and XP

Campaign completion and account experience are persisted separately from objective medals.

CO-OP CAVEATPlayer slot 0 scoring

Cash-out reward generation currently reads slot 0’s medal totals, so non-host players can receive rarity odds based on the host’s personal medals.