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facility [2020/05/22 02:14] – [Facility] andrewfacility [2020/06/19 00:45] (current) andrew
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 ====== Facility ====== ====== Facility ======
  
-In each [[:missions:|mission]], the agency infilitrates a **facility** belonging to one of the [[:corporations:]]. The facility is the "level" or "map" where the mission takes place. Except for the [[:missions:Tutorial]] mission, facilities in Invisible, Inc. are procedurally generated, meaning the layout of each facility is random, and you will not see the same facility twice.+In each [[:mission]], the agency infiltrates a **facility** belonging to one of the [[:corporations:]]. The facility is the "level" or "map" where the mission takes place. Except for the [[:missions:Tutorial]] mission, facilities in Invisible, Inc. are procedurally generated, meaning the layout of each facility is random, and you will not see the same facility twice.
  
 Facilities are made up of rooms, connected by [[:doors]], and there are some common features which are present in all or most facilities. Each facility is protected by [[:guards:]] and other [[:security measures]], depending on the corporation and the [[:mission difficulty]]. However, the layout of the facility itself is not affected by these factors. Facilities are made up of rooms, connected by [[:doors]], and there are some common features which are present in all or most facilities. Each facility is protected by [[:guards:]] and other [[:security measures]], depending on the corporation and the [[:mission difficulty]]. However, the layout of the facility itself is not affected by these factors.
  
-For many of the rooms in a facility, the shape and size of the room, and the positioning of [[:mainframe devices:]], [[:cover]] objects and other decor are random. Other rooms are [[:prefab rooms]], pre-designed and included into the facility layout. Each facility has approximately 10 rooms, plus a [[#starting room]], any [[#objective rooms]], and an [[#exit room]]. Some rooms may be "joined together", resulting in non-rectangular shapes; this means the number of "rooms" can be less than 10.+For many of the rooms in a facility, the shape and size of the room, and the positioning of [[:mainframe devices:]], [[:cover]] objects and other decor are random. Other rooms are [[:prefab|prefab rooms]], pre-designed and included into the facility layout. Each facility has approximately 10 rooms, plus a [[#starting room]], any [[#objective rooms]], and an [[#exit room]]. Some rooms may be "joined together", resulting in non-rectangular shapes; this means the number of "rooms" can be less than 10.
  
-Some routes between rooms may be blocked by locked [[:doors]], or [[:mainframe devices:Laser Panel]] which is either impassable or passable with a penalty. Except for some [[#objective rooms]], and the [[#exit room]] at [[:mission difficulty#mission difficulty 6]] and higher in [[:modes:Endless]] mode, there is guaranteed to be an alternative route which does not require you to unlock any doors or disable the Laser Panel. However, this route may sometimes be much longer.+Some routes between rooms may be blocked by locked [[:doors]], or an [[:mainframe devices:Emitter]] which is either impassable or passable with a penalty. Except for some [[#objective rooms]], and the [[#exit room]] at [[:mission difficulty#mission difficulty 6]] and higher in [[:modes:Endless]] mode, there is guaranteed to be an alternative route which does not require you to unlock any doors or disable the Laser Panel. However, this route may sometimes be much longer.
  
 ===== Starting room ===== ===== Starting room =====
  
-The **starting room** is the room which your [[:agents:]] teleport into at the start of the mission. The starting room is always a [[:prefab room]]; in typical facilities, each corporation has a few possible prefab starting rooms, while [[:missions:#special missions]] have their own prefab starting rooms.+The **starting room** is the room which your [[:agents:]] teleport into at the start of the mission. The starting room is always a [[:prefab|prefab room]]; in typical facilities, each corporation has a few possible prefab starting rooms, while [[:missions:#special missions]] have their own prefab starting rooms.
  
 The starting room can contain a [[:Console]], but never [[:mainframe devices:]] such as [[:mainframe devices:Security Cameras]], nor [[:guards:]]. Additionally, in [[:modes:Beginner]] mode, guards never [[:guard behaviour#patrolling|patrol]] into the starting room from another room. The starting room can contain a [[:Console]], but never [[:mainframe devices:]] such as [[:mainframe devices:Security Cameras]], nor [[:guards:]]. Additionally, in [[:modes:Beginner]] mode, guards never [[:guard behaviour#patrolling|patrol]] into the starting room from another room.
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 ===== Exit room ===== ===== Exit room =====
  
-The **exit room** contains the transport pads which your agents must use to teleport out of the mission. The exit room is a [[:prefab room]]. In typical facilities, the prefab exit room is a 6x3 corridor with 2x2 transport pads at the side, and distinct decor. Unlike other prefab rooms, this exit room can contain [[:mainframe devices:Security Cameras]], and can occasionally be "joined together" with another room, so in practice it is not //always// a 6x3 corridor.+The **exit room** contains the transport pads which your agents must use to teleport out of the mission. The exit room is a [[:prefab|prefab room]]. In typical facilities, the prefab exit room is a 6x3 corridor with 2x2 transport pads at the side, and distinct decor. Unlike other prefab rooms, this exit room can contain [[:mainframe devices:Security Cameras]], and can occasionally be "joined together" with another room, so in practice it is not //always// a 6x3 corridor.
  
 Like all rooms except for the [[#starting room]], the exit room must be discovered by [[:strategy:exploration|exploring]]. In typical missions, exiting the facility is the //only// compulsory objective, so [[:strategy:finding the exit|finding the exit room]] is an important goal. At [[:mission difficulty#mission difficulty 6]] and higher in [[:modes:Endless]] mode, the exit room is only accessible through an [[:doors#exit door]], which must be unlocked using an [[:items:Exit Access Card]]. Like all rooms except for the [[#starting room]], the exit room must be discovered by [[:strategy:exploration|exploring]]. In typical missions, exiting the facility is the //only// compulsory objective, so [[:strategy:finding the exit|finding the exit room]] is an important goal. At [[:mission difficulty#mission difficulty 6]] and higher in [[:modes:Endless]] mode, the exit room is only accessible through an [[:doors#exit door]], which must be unlocked using an [[:items:Exit Access Card]].
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 ===== Guard entrances ===== ===== Guard entrances =====
  
-A guard entrance is a walled-off 2x2 area where [[:guards:]] enter the facility. Each guard who spawns during a mission will spawn inside a random guard entrance, either at some [[:alarm level]], because of [[:daemons:Validate]] or a mission-specific event, or when an [[:guard:Enforcer]] respawns. Additionally, [[:guards:#civilians]] who are [[:guard behaviour#panicking]] will exit the facility by running to the nearest guard entrance and teleporting out.+A guard entrance is a walled-off 2x2 area where [[:guards:]] enter the facility. Each guard who spawns during a mission will spawn inside a random guard entrance, either at some [[:alarm level]], because of [[:daemons:Validate]] or a mission-specific event, or when an [[:guards:Enforcer]] respawns. Additionally, [[:guards:#civilians]] who are [[:guard behaviour#panicking]] will exit the facility by running to the nearest guard entrance and teleporting out.
  
 All facilities have two guard entrances, except for the [[:missions:OMNI Foundry Lab]] mission which has three. The doors to a guard entrance cannot be opened or [[:peeking|peeked]] through by the player. All facilities have two guard entrances, except for the [[:missions:OMNI Foundry Lab]] mission which has three. The doors to a guard entrance cannot be opened or [[:peeking|peeked]] through by the player.
  
 {{tag>incomplete}} {{tag>incomplete}}
facility.1590113659.txt.gz · Last modified: 2020/05/22 02:14 by andrew