Missions

Idle Missions Gamification

The Skulliance staking platform offers idle missions gamification to qualifying NFT holders.

Success Rates

The success rate of your mission is directly dependent on the number of NFTs that you own for a particular project and their corresponding staking yield.

If you have a ton of NFTs, your success rate can be up to 100%. If you have very few NFTs, your success rate will be minimal.

This system rewards collectors but also gives anyone a chance to gamble on mission rewards.

After 4 failures in a row for a specific mission, the 5th attempt will always be successful. This ensures that those who don't have many NFTs, but participate regularly, are rewarded for their efforts.

Base & Future Missions

The missions system has been populated with base missions for all core projects with zero cost and 10 reward points.

Having zero cost missions allows those with few NFTs to test their luck with missions on a daily basis. Even low success rates will eventually hit the jackpot if participating consistently.

In the future, we will be adding missions with higher costs/rewards and longer durations. This will allow those with larger collections to be strategic about what missions they opt to embark on.

Each project's missions form a ladder - completing one level unlocks the next. The project list on the missions page names every project and prints how far up its ladder you are ("3/8 open"), how many of your NFTs are idle and available for it, and a thin progress bar that is gold while levels remain and turns teal once every mission for that project is open to you.

There's a Missions Unlocked leaderboard for this - it ranks players by how far through the ladders they've got across every project, so it rewards going deep rather than running the same easy mission over and over. It shows how many levels you have open out of every level in the game, and how many projects you've taken all the way. See Leaderboards. It's only shown when you're logged in, since it reflects your own progress.

Missions you have never run

A long mission that lands while you are away clears its level and opens a brand new one - and it is easy to never notice. The next visit gets spent pressing Start All Free, the whole idle roster goes out on level 1s, and the rung that just opened stays unopened because there is nobody left to send. Do that a few times and a project sits half-unlocked indefinitely.

So the missions page now says so. A band near the top lists every mission that is open to you and that you have never launched, deepest first, with the ones you can send right now at the front. Each one goes straight to its load-out. It sits above the bulk launchers deliberately, because pressing those is what takes the crew.

  • A mission counts as never run if there is no record of you launching it at all - not cleared, not failed, never sent.
  • A project you hold nothing for is left out. Otherwise a new account would see level 1 on every project at once, which buries the one rung that actually just opened.
  • But if you do hold a project's NFTs and have never started it, its free opening mission is listed. You qualify, it costs nothing, and nothing else on the page would tell you. Holding is the test, not having played - a roster that is entirely out on missions still counts.

Two different things can put a mission on that list, and they are kept apart:

  • Just opened - the rung directly above your highest cleared level. This is the one you would otherwise miss, so it gets the alert.
  • Never run - a rung further down that is open but was never launched. Usually that means the mission was added to the ladder below where you already were, so it appeared unlocked without ever having been new to you. It gets a quiet row of chips instead, and when nothing has just opened the whole notice goes quiet with it - a rung you skipped on purpose should not raise an alarm every visit for the rest of time.

Inventory

Any mission you have unlocked can be opened, whether or not you can staff it today - the artwork and the description are worth seeing on their own, and the load-out tells you what is missing. Locked missions stay hidden behind a padlock until you clear the level below them.

Choosing a mission opens its load-out: the artwork at full size and uncropped, the description, what it costs and pays, your balance, and every NFT you own for that project that is not already out on a mission.

You can step along the ladder without closing it. Arrows at the top of the load-out move to the mission below or above the one you are looking at, so reading through a project's missions is two keys' worth of clicking rather than open-close-open. The back arrow goes dim on the first mission; the forward arrow goes dim when the mission above is still locked, so you can see that there is more up there without being able to walk into it.

Some missions are animated, and those play in the load-out with full controls - scrubber, fullscreen and sound. They start muted because browsers will not autoplay audio, so unmute in the player to hear the piece as the artist made it. Mission descriptions can carry links too, which open in a new tab. A crew is picked for you to start with - deselect or add as you like, and the success meter moves as you do.

There is also a very interesting feature for whales. If you have enough NFTs to garner over 100% success rate, the system automatically balances your crew across multiple mission runs rather than spending it all on one.

Three controls sit above the crew:

  • Maximise fills toward 100% for a single mission.
  • Balance goes back to the shared-out default, so the roster covers several runs.
  • Clear empties the selection.

Items and your crew

An NFT on a mission is locked for its duration - it cannot staff anything else until that mission lands. So success past 100% is not a safety margin, it is NFTs thrown away: the same skulls could have been running a second mission.

Success items and your crew are therefore fitted together automatically:

  • Pick a success item that does not fit and the crew makes room for it, dropping the lowest-rated NFTs until the rest fits under 100%. Put the item away and exactly those NFTs come back - anything you picked by hand stays where you put it.
  • An item that already fits changes nothing. A 25% item on top of a 24% crew is 49%, so nobody is dropped.
  • The 100% Success item guarantees the mission on its own, so it clears the crew entirely and any other percentage item with it. That is the whole reason Start Max Maxi can send twenty missions off one roster.
  • You still need NFTs at home. An item can send a mission with no crew attached, but only while some of that project's NFTs are not already deployed. Holding NFTs back is what buys the right to spend an item - send everything and you are locked out of that project until they come home, however many items you are holding.
  • Fast Forward and Double Rewards change the duration and the payout, not the odds, so they never touch your crew and are never cleared by a success item.
  • Fast Forward shows its working. Pick it and the load-out's Runs for and Net per day figures change on the spot, with the old duration struck through beside the new one, and the line next to Launch reads back in 2 days instead of 4. A one-day mission lands the moment you send it. Nothing is spent until you launch, so this is a quote, not a commitment.
  • The meter says how many NFTs you have left free for other missions, and warns you when a selection is over 100% and being wasted.

Daily reward

Seven days, each paying a fixed item plus points, climbing to a 100% Success item and 30 points on day seven. Miss a day and the streak starts over.

It sits directly under the page heading as a single strip: seven chips showing where you are in the cycle, what today pays, and the claim button. Once claimed it collapses to a line with the countdown to the next one. It used to print all seven days as full-width rows with the claim state underneath them, which put the one thing you came for at the very bottom of the page.

The claim is quick now, and says so while it works. The button reads Claiming… and stops accepting presses until it lands, and comes back with a message if the claim fails rather than sitting there. The Discord announcement used to happen inside the claim — so every press waited on a round trip to Discord before your own reward appeared. It is posted straight after now, out of your way.

Missions Status

The In the field list tracks everything you have out, closest to landing first, with a live countdown, the crew size, the reward and the success rate you sent it at. Anything that has landed is always shown; if you have a very large number still running, the rest sit behind a Show all button rather than painting hundreds of cards before the page can render. Once any of your missions are completed, you'll be able to claim them and review which missions were successful and which failed.

To make missions easier to claim, a Collect all banner appears above the list whenever anything has landed, and claims every completed mission in one press. Each card then reveals in place whether it succeeded or failed, and what it dropped.

Getting around the page

The strip of links across the top - Daily, Never run, Deploy, In the field, Launch - stays pinned there as you scroll and jumps to each section, with a count on the tabs that carry one. On a page that can be two hundred cards tall, that is the difference between reading it and hunting through it.

On a phone you can also swipe. A swipe left moves to the next section, a swipe right to the previous one, exactly as if you had pressed the link. It stands down while the mission drawer or the menu is open, and any swipe that starts on the link strip, on a field, or on something that scrolls sideways belongs to that thing instead. Realms has the same gesture.

Launching Missions in Bulk

Three buttons in the Daily deployment bar near the top of the page launch in bulk, so a full day's deployment is a click rather than twenty forms. Check the newly-unlocked band above it first - these send the crew those rungs would need:

  • Start All Free sends every free level-1 mission your idle NFTs can fill. This is the steady base most stakers run daily.
  • Start All Auto builds the best load-out it can across all your projects, picking the highest-reward mission your NFTs and points can support and spending success-rate, Fast Forward and Double Rewards items where they help.
  • Start Max Maxi is for Maxingo holders and appears only once you have Maxingo level 2 unlocked and hold Maxingo NFTs that are not already deployed — so it has to be used before either Start All. See below.

Start Max Maxi

Start Max Maxi launches two missions on every Maxingo level you have unlocked from level 2 up — eighteen missions when all ten are open. Each one carries a 100% Success item, which guarantees the completion on its own, plus Fast Forward and Double Rewards when you have them in stock.

Level 1 is deliberately skipped. It claims instantly, so its pair would spend two of the day's three trait slots the moment you pressed the button — the slots the deeper levels are being launched to fill on their own due days. The button does not appear until you have level 2 open.

Press it before the Start All buttons. A 100% Success item can only be applied while your Maxingo NFTs are home and available — but using it does not send them on the mission. They stay available, which is how twenty missions go out on a single roster, and it is the whole reason this farms. Start All Free and Start All Auto do send those NFTs out, so once you have used either one there is nothing left for the item to be applied against and the button disappears until your NFTs come home.

If you are short on Fast Forward or Double Rewards the mission still launches without them. If you run out of 100% Success items it stops there — without one the mission would be a gamble, which is the opposite of what this is for. Levels you cannot currently afford are skipped, and deeper levels go out first so that a short supply is spent where it is worth most.

Why two and not three. Every level runs a different length, so each pair comes due on its own day rather than all at once. Two traits landing on a due day, plus one from your steady Start All Free, is three — which is exactly the DHC Fighters daily cap.

Run it once a day. That cadence keeps a pair coming due almost every day for as long as your MAXI points last. Running it twice in one day is wasted: the second pair comes due alongside the first, and anything past three traits that day is gone.

Goal of Missions

The goal with the missions platform was to make it as easy as possible to embark on all your missions so that it's not a chore to login daily and participate.

Missions provide another layer of utility, gamification, and hopefully FUN to your beloved NFT collections and allows partners to participate in the utility as well.

Remember how fun it was to delegate to your Diamond Skulls? Our hope is that missions gives you that type of feeling again, but on the regular.

Partner Missions

If you're a partner and interested in participating in mission utility, please provide a title, square image (500px), and 2 sentence description for your mission and it will be added to the platform ASAP.

At least 1 base mission is needed for all partner artists. Skulliance will configure tiered cost, rewards, and duration as required for all missions.

Available missions with project filter icons