Exfiltrations

Basic Behavior
Player's agent has to go from A to B going by intermediary points.

There are 10 intermediary points. It can be more or less depending on:


 * Agent knows the city
 * Country is in red alert
 * Initial alert state is > 8

Every point is an "Adventure". Adventures are dialogs between the player and the agent.

An adventure gives two choices. Those choices can have different outcomes and probabilities. Those choices have modifiers.

Modifiers

 * Physical Capacity (+ 1 = +10%,  +2 = +20%, +3 = +35% ,  over +3 = +50%)
 * Mental Capacity (+ 1 = +10%,  +2 = +20%, +3 = +35% ,  over +3 = +50%)
 * Knows the town (if yes : +X% réussite)
 * Driving Skills (if yes : +X% réussite)
 * Hacker (if yes: +X% réussite)
 * Disguise (if yes : +X% réussite)
 * Seducer (if yes : +X% réussite)
 * Observation or Attack drone (if yes : +X% réussite)

Consequences of each adventures

 * Move agent or continous paht
 * Move agent on alternative path
 * More or less alert level
 * Move of threats
 * Creation of threats (police forces, etc.)
 * Disappearing of a threat
 * Agent goes forward 2 points
 * + ou - of agents health points
 * Discovery of a weapon
 * Loss of a weapon
 * Addition of a drone
 * Loss of a drone
 * Immediate fight with threat

Alternative Path
An alernative path is created on agent's path that gives more option to the agent.

Drones

 * If observation drone = all threats revealed
 * If combat drone = player can use it to eliminate a threat, one time only. Threat is replace by a neutral point.
 * If observation drone = alternative path is visible

More hidden stuff to be detailed later.