Deep Space - Target Missions
A Mission Outline
The shooter (having entered the blackout mission zone) will receive instructions from mission control about the operation at hand. Whilst instructions are being fed to the shooter, a loud count down plays out on Deep Spaces’ portal, heightening the shooter’s sense of nervous anticipation. The mission briefing from control lasts no longer than three minutes and is timed to give the shooter the last three seconds of the countdown to brace for impact and instant action.
When the countdown ends, the first target appears and with the shooter’s first shot, the critical mission timer is activated. The projected mission quickly moves on with targets briefly appearing (approximately 40 in total) giving the shooter approximately three seconds to identify, aim and shoot down each target before it disappears (target appearance time can be increased or decreased). The timer can be set to one of two options for each mission, that of speed (quickest time) or set duration (allotted time). As each target goes down the shooter gains one or two points (should the mission call for a points based operation).
As each target goes down the shooter will also have to listen carefully and respond to information coming from Deep Space which could affect the decision on his next shot. In the shooter’s mission control briefing he or she is informed that they will get advanced warning of each target before it appears thus speeding up their overall mission time and or giving them extra time to obtain extra points.
However, they are also warned not to be too hasty in making the shot because mission control has been hacked by the enemy. This hacking has resulted in the possibility of miss-information being fed to the shooter and that from time to time, the system will lie about these advanced warnings. A hasty shot could possibly result in lost time, points, limited ammunition, and ultimately a failed mission.
Further distractions for the shooter
Additional distractions generated by Deep Space are designed to continually disrupt the shooters concentration and hence their ability to make an accurate shot. These include continuous projected moving visuals, disorientating sounds and noises, voices demanding your attention and finally the Super Nova.
Deep Space’s Super Nova has been designed to punish the shooter if they miss a target. If this happens then powerful spotlights activate for a few seconds wiping out any visual lock the shooter has on the projected mission. However, this “Super Nova” does not stop the mission from continuing, it just severely limits the shooter’s ability to identify the targets and shoot with any accuracy. In this situation the shooter has only two options, to stop and wait until the Super Nova ends (adding time onto or away from their final mission league result) or continue shooting with severely reduced visuals and the risk setting off another Super Nova from Deep Space.