Followup on my last quick update:
Here's a screenshot from my current WIP showing a 'special' heist. There's a couple of things going on here.
Note that the 'Point' and 'Flank' buttons are greyed out. This is because Cheetah may not be assigned to this particular heist.
Also note the '3 days to complete' text. This particular heist, and it's associated mission, must be completed in 3 days, otherwise the heist goes away, and you've missed your chance.
While not shown here, if Cheetah, Harley, and/or Mercy are assigned to the Heist Primary and/or Second, they will be removed from the Primary and/or Second assignments when this mission is selected.
Also not shown here, if Cheetah, Harley, and/or Mercy are currently busy/assigned to other tasks, you'll see something like this text/icon (work in progress) instead...
This icon will let the players know which Henchmen/Consorts need to be 'free' at this time to undertake this particular heist/mission.
These sort of heist/mission combos won't show up for the first few weeks, until such time as certain conditions are met. So new players will have some time to get used to the 'normal' heist routines before having to deal with time sensitive 'special' heists/missions. Said special heists will have some sort of introductory dialogue, which triggers the activation of said heist, before said heist is added to the heist cue.
So players won't be going in 'cold' and hopefully they actually took the time to read the associated dialogue. Thankfully, there's always rollback or falling back on a recent autosave if you weren't paying attention...
In this case, Harley needs to have joined Lex as one of his consorts, after Joker kicks her to the curb, and Cheetah will need to have been hired at least four times. The associated mission will have an 'end of night' event that will detail the various elements of this particular mission.
Note that the heist itself will have a chance of success, as per usual, but you'll only get one chance to complete said heist. The associated mission's success will be separate from the heist's success, as the heist is mainly just a distraction, with some sort of monetary gain if it succeeds...
The main point of all this is to introduce more story related elements, to break up the 'usual heist routine' a bit and hopefully to make the story a little more interesting and a little less of the 'usual grind'...
And the reason for the associated heist is to utilize existing routines to allow players to choose whichever henchmen they have available in the 'usual manner', while 'locking out' any consorts/henchmen that may be specifically involved in said heist/mission already.
This will also allow for a 'play by play' of the heist and associated mission, rather than just the usual success/fail message.
I still need to code the actual heist/mission dialogues for this, but it's coming together slowly but surely.
Just wanted to share!
![Cool :cool: :cool:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)